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DemICE

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Reborn Development Blog

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Everything posted by DemICE

  1. Updated for 6.0.4. New implementation: The dominant fusion types return! - During the time the "Hard Mode" switch is turned ON, the dominant fusion types that were scrapped as of Infinite Fusion v6.0, will work again, and obtaining/fusing any pokemon that was affected by them, will result in having the types it used to have. Those types will persist even after the hard mode is turned off. (For example a Steelix will always give the steel type no matter if its head or body).
  2. the performance issues are now gone, good job
  3. Hi Decrypt your game, it will stop lagging. You go from barely being able to move in Rawe City to zooming.
  4. Following Infinite Fusion's latest major update to 6.0, the challenge files have been checked and updated to be compatible with the current version too.
  5. After 4 years i decided to update this mod to work for the current (5.3.1) version of Pokemon Infinite Fusion, and also improve it by implementing a marginally better AI so that the opponents have a higher chance to do what they're supposed to do. For anything else, read the original post.
  6. huh, mono-6 bug team. neat ! that's like a challenge within a challenge. It's pretty interesting because you need to choose 6 pokemon of the same type that can offer as much role compression as possible. Support heracross was a pleasant surprise. Fun fact, did you know (probably yes) scizor has access to light screen and also sunny/rain, brick break and counter which herac was used for? and it can offer strong priority and more resistances to boot. of course replacing herac for this would have broken the 6-mon challenge...
  7. this is a sequence break where if you never visit the manor and do the foxes subplot you can trigger various mana interactions (as if you have met her already) before... getting to know her. bandicam 2023-02-03 19-16-22-387.mp4
  8. After some rudimentary search i figured there wasn't really any guide for this puzzle so I made a video of the fastest way I could find to solve this Show less
  9. I like the houses, they look cozy in a rough mountainous place. I like the idea of building 2 different teams in the same game. You get to play the double the amount of different pokemon in the same run. I hope there will be points where the both of them join forces in double battle sections! I'm also glad to see more people like my EV allocation system for their games :)
  10. vileplume's whole existence for 2 decades was it being a worse version of venusaur. and no the +10 sp.atk isnt worth all the things its worse than venusaur at.
  11. >scales hard like diamond >65 defense
  12. The video has timestamps on every place where the cells appear too, for convenience, and an explanation on the usage of the cells in the end.
  13. looks like you don't like sky drop very much
  14. the only use main series releases have for me is to provide new pokemon to be used by the much better fangames. but now even the pokemon look awful. so thats a new low.
  15. the one that will make it harder. so probably Tepig.
  16. DemICE

    e19 when

    release dates are unhealthy ><
  17. i think this justifiable enough as far as im concerned, regardless of my personal feelings. personal views purely for novelty: i dont know about anyone else, but the main reason seeing the mode go saddens me, is because of: 1) rejuv has somehow managed to create the best gameplay elements out of every other fangame i've seen. harder modes tend to showcase, and create the need to use more of those gameplay elements in order to succeed, which is why i find them interesting. i know the game is veering towards being story driven, but lets be honest, replaying the game more than 2 times (good and bad ending) has value only because of the gameplay alone. and rejuv was liek the one fangame that i was seing myself doing a lot of runs of long-term, past its completion. 2) the difficulty hitting that exact spot that fits with me personally (hard enough to push me to think, but not to the point where it reduces the fun) 3) azery doing a superb job with making intense mode battles interesting. (3) gets plus sad points because the mode going away feels like wasting his talent. we had already discussed on some ways to tone things down a little because when we went back to look at it, some v13 battles (and ryland) felt, pure mathematically, a little more overtuned than desired. all things considered this sounds like the more practical decision. i'll keep my challenge runs hiatus'd for that possibility and continue only my main file, and any new runs i start. i'm funnily curious to see how normal mode is for the first time.
  18. Unlike everything else, Terrain moves are a single button that you can brainlessly carry and click on every battle and you have nearly won because in a field-based game, bosses are helpless outside their design. However bosses are built to an extent to be able to prevent/counter setup/hazards, and accounting for some glaring counter pokemon to an extent. They even account for possible natural field transformations in most cases. This isn't feasible for terrain cheese. You can literally carry a sylveon in every fight and click misty terrain at any point and invalidate the fight's design. Its brainless to the point of not deserving to even be called a strategy, because there is zero thought process in doing it. Almost noone used the terrain moves for their unique benefits. The whole intention was "get rid of the damn field". And when someone who spent days/weeks designing a battle around a field gimmick and trying for everything to function properly, sees people choosing to basically skip the actual fight, it makes em question if the effort was even worth it after all.
  19. i would like to add to this by saying that if these games were not providing an interestin challenge to encourage approaching every battle in different ways, i wouldn't have played any of these games more than once. The challenging battles are what gives replay value. I like the story, especially in Rejuv's case, but if the game was not challenging i would only play it like once, say "nice story, and some fun battles, would totally recommend" and move on to other games. Like how many times do you read a book, even if you like it?
  20. i found reborn after i was disappointed by all of those "hard versions" of main series games i tried my hand on, so i just kept searching for "hardest pokemon games" and Yahoo answers delivered Reborn to me.
  21. i will bypass everything else that has been beaten to death in every piece of media and stay only on this: Lets have a look at the game rejuv was inspired by: Terra/Ciel: level cap 75, aces level 78. Adrienn: lvl cap 80, ace level 84 Titania: lvl cap 85, 2 mons lvl 86 and ace level 90 Amaria is immediately after so it doesnt matter that cap becomes 90, you will most likely go to her with levels 85-86. and her team has 86/86/87/87/88/92 Hardy: lvl cap 90, levels 90/92/92/91/91/97 levels above the cap as the game goes into late has always been part of the equation for these kinds of games. its one of the ways to maintain the challenge as the player becomes stronger and stronger
  22. Well EV training when only one side has it can lead to pretty one sided results, especially since speed is the most important stat. I have seen a nuzlocke in reborn where someone outsped and oneshot all of kiki's team with fully EV trained primarina of all things (the AI doesn't have EV trained mons till much later). This isn't something that i would consider healthy. Basically if i ever made EV rooms available early i would have given attack/sp.atk/hp but definitely not speed. thats something i would save for later.
  23. AI knew your ability/items and could calculate damage from both sides ever since the AI was made for Reborn years ago. The only new addition i think is knowing status restoring berries so it doesn't give a free turn. The AI is also extremely inflexibly consistent in its options so as long as you know what it will do depending on your decisions, you can capitalize on that and solve the puzzle. Oh and you also know its sets too after a couple tries so in the end things equalize. This is the closest the AI has ever been to be playing almost like a human. But because the concept of metagame knowledge and prediction doesn't exist for it. It has to emulate the human thought of "usually gengars have focus blast for coverage so lets be careful with hard-switching a normal type" with other ways. In fact AI doesn't know any moves you haven't revealed. Its something more simple. It simply knows what is the highest potential damage you can deal with your current moves on each of its pokemon without storing the info of what moves are they. Which is better than watching it constantly sacking mons by hard-switching them to supereffective coverage. In terms of dealing with a situation i want to think a human brain with knowledge still has the devastating advantage.
  24. I see a lot of complaints about EV training rooms. As far as I know they become available after Valarie. Which is earlier than when the bosses start having some mons with specialized spreads. Is that not enough?
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