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Katabatic

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Everything posted by Katabatic

  1. Got this error from Peridot Ward, after the lady in Seacrest's apartment building says, "care for some TMs?" Using the NG+ 7.0a mod listed on the front page, if it narrows it down any.
  2. Someone mentioned the bug with Taka's Chatot and not being able to show it to him in the postgame because it was changed to something else. As someone who saw that message and made sure to set it to vanilla on that portion of the game, I can confirm that having a Taka OT Chatot is still not eligible to be shown to Taka in the postgame, essentially locking yourself out of that dialogue and 2 relationship points with him.
  3. Yeah, I eventually figured it out just by going through every door in Byxbision, but the lack of a recap or anything from the quest giver is definitely troublesome. I'm also curious if I broke something with the Treasures of Ruin quest. The spreadsheet says to talk to Elias after Victini, which I did, but he doesn't give me the quest. It's not several postgame eps later, and I'm wondering if I missed the chance.
  4. Another bit of mild frustration: can you please include some kind of review dialogue for quest givers? I followed Ogerpon into the Byxbysion Wasteland, talked to the old man in the building, he said something about following Ogerpon into the fallen building, but there was nothing there. I thought maybe I missed some part of the dialogue that gave another hint, so I went back to the man to talk to him again. Got nothing but "Did you catch the little rascal?" which doesn't help at all.
  5. ################################################################################ # Deals more damage on specific Terrain and hits both targets (Expanding Force) ################################################################################ class PokeBattle_Move_216 < PokeBattle_Move def pbBaseDamage(basedmg,attacker,opponent) # AoE is handled in Pokebattle_Battler return basedmg*1.5 if (@battle.FE == PBFields::PSYCHICT && @id == PBMoves::EXPANDINGFORCE) && !attacker.isAirborne? return basedmg*1.5 if (@battle.FE == PBFields::ELECTRICT && @id == PBMoves::RISINGVOLTAGE) && !attacker.isAirborne? return basedmg end end Looks like, contrary to the move description, Rising Voltage is only 1.5x instead of doubled on electric terrain in 6.5a.
  6. Funny enough, if I remove this entire code, the behavior of basestats in a mod file doesn't change at all. It still defaults to form 0 stats on a pokemon with different stats per form. I agree it's weird, because when I do a grep search for basestats, the only places where I see baseStats defined are in PokeBattle_Pokemon (which has no gender diff code) and PokemonMultipleForms (which I removed to test). I tested it on a genderless pokemon though, so I have no idea if it would still happen on a gendered pokemon because of some bug with GenderDiffSpecies. I kind of monkey patched around it with this code, however: return PokemonForms.dig(@species,getFormName,:BaseStats) if PokemonForms.dig(@species,getFormName,:BaseStats)!=nil return $cache.pkmn_dex[@species][:BaseStats] which I believe is robust enough to take care of all the odd edgecases where species form base stats differ from default base stats. Yeah, it affects me because I happen to be using Grassy Surge Rillaboom. I still like having surges in Reborn feel the same as they would in the official games though. But I also agree that having them completely replace Reborn fields is kind of an unintended and very OP mechanic, since apparently they can't be additive to existing fields. Having looked at how the game handles fields, it definitely feels like it would be a massive pain to fix. I can understand the desire to change it. Surges can definitely trivialize some encounters that are heavily influenced by fields, but I guess I'm a bit of a purist in the sense that I like Pokemon mechanics to still be the mechanics that competitive battlers know. And it does kind of suck though that Surge-based teams are disproportionately hit, especially compared to weather-based teams whose effects are cumulative with the Reborn fields. One of the reasons I haven't tried the Yang mod is because of the vague "balance changes" to default Pokemon mechanics. That said, it's not a big issue for me to mod back. I will say that if you want to create a toggleable mode where you (and other experienced battlers) make a bunch of balance changes, I would really welcome that. Everyone knows that vanilla Pokemon has a lot of bad edgecases, and a lot of broken or underwhelming mechanics that could use some mechanical or numerical changes. If you created a toggleable experience that changes or even improves the way battling works, it would be another reason to do another playthrough.
  7. Wait, are we changing the vanilla behavior of the game re: surges? I don't know about that. If you want to do some kind of balance pass for a customized Reborn experience (which could be very cool), you should make that a toggleable option like the sunkerns. Part of the appeal of Reborn as opposed to other fan-made games is that it's very much a vanilla plus experience, There aren't a lot of Fakemon and alien mechanics. You're still playing Pokemon in Reborn, just on wacky fields and against some beefy opposing teams. Competitive pokemon has a lot of warts, of course, so I understand the appeal of trying to fix some of the more broken elements. But the mechanics being transferrable from game-to-game or platform-to-platform is what makes it fun and feel Pokemon-y. Changing the core game is always going to be a slippery slope. Edit: Also in more substantive feedback, this release (6.0a) is the first time I noticed that mod behavior functions differently than base behavior. I discovered this when tweaking my personal mods. For instance, in PokeBattle_Pokemon, there is this for basestats: def baseStats return $cache.pkmn_dex[@species][:BaseStats] end However, entering this into a mod file... class PokeBattle_Pokemon def baseStats return $cache.pkmn_dex[@species][:BaseStats] end end results in any pokemon with a form that isn't 0 assuming the basestats of form 0. Not sure why the same code would behave differently when added in a modular file than in the base code, but it only started this patch. It functioned as expected in 5.5a.
  8. A few things: 1. Most Tera types are inherently one of the pokemon's regular types, and in fact this is default behavior in Gen 9 unless you catch a raid or glowing pokemon. This already removes many of the strongest uses of Tera, since most of the best uses of Tera involve coverage, or defensive type advantages, and you don't need to make that available to players early, or even in the campaign at all. 2. Difficulty in Pokemon games is typically achieved through scarcity. You don't immediately have access to strong pokemon, the best moves, advantageous battle items, etc. that would trivialize the content. There's no reason why you would need access to good Tera types (via Tera Shards) or even Terastallization in general. Save the Tera Orb for late in the campaign. Hell, save it for the post-game. The same reason why you can't just drop a Mega on Julia applies here. The fact that a mega evolution would trivialize Julia is not used as justification for no Megas in the game, only to delay their access. 3. You can easily have Tera make most of the game more difficult rather than less, by giving your opponents access to Tera before you get it. You encounter Mega pokemon on opposing teams well before you get a Mega-Z Ring. Having Julia Tera water and sweep any ground checks you have against her would only make the encounter harder, not easier. 4. It competes with Mega-Z in the sense that you would only have access to one Mega, one Z-move, or one Terastallization in battle. Resource management is part of strategy, having them all compete for the same space, essentially the turbo button, makes for more strategic depth, not less. No one is advocating for terastallizing your Mega pokemon (and then using a Z-move). The other thing worth mentioning is that without Stellar tera type, for instance, something like Terapagos becomes painfully mediocre for a legendary. It's basically a normal type pokemon that uses up your Mega evolution slot. Hardly anyone's going to play that. Hopefully Stellar form Terapagos at least gets a hidden 1.2x STAB on all types and has Tera Starstorm be super effective on all mega evolutions if Terastallization is not implemented.
  9. On the other hand, it's a core game mechanic in the pokemon franchise and the keystone gimmick of gen 9. I would also argue that its impact on competitive battling is positive, as it no longer just forces certain pokemon to autolose revenge matchups and opens the door for some creative combinations of tera types, coverage moves, and abilities. But moreover, I would think that most people get a gen8/9 or all gen mod because they want to explore pokemon, moves, and mechanics that were made available in gen 8/9. In that sense, getting access to something like terastallization is kind of the point. When it comes to core game mechanics within the franchise, I feel inclusion is a priority over balance. We're already getting an entirely optional mod for the expressed purpose of adding features that came in later generations. Besides, you can always tweak opposing teams and mechanics to make the game harder, but you can't add features that aren't implemented. Not to mention that without proper terastallization and stellar typing, Terapagos becomes a mediocre legendary that takes up your mega slot. Considering legendaries are largely for post game anyway, I think balance is less of a priority for them and having such an implementation for what's essentially a box art pokemon would feel rather underwhelming. As for whether or not Tera would break the game, I think if it's competing for the same slot as Megas and Z moves it becomes situational. It's not clearly superior to the Mega mechanic when applicable, and opponents should have access to it as well, which can transform certain matchups into absolute terrors with creative teambuilding.
  10. I would say you don't need to do this for every zone (and that's a lot of work that isn't very fun). But for every time you use "backtrack to X", you should probably include a screenshot of the location, so when players are navigating back to where they should be going, they aren't wondering "am I in the right spot?" Many levels don't really need pictures, because they're fairly linear and the instructions are pretty clear (good job), but for maps with a lot of branches it can be a nightmare to navigate. Zones like the Rhidocrine Jungle, Sugiline Cave, Victory Road, and the Waterfall hopping in the mountains are painful even with very clear instructions, simply because "go out the top" or "go up the waterfall" could be ambiguous when said route or waterfall is behind two bends and you can't be sure if reached the aforementioned point. And for very involved dungeons, it's probably better to use bullets or an ordered list so you don't get lost in all of the lefts and rights. I definitely agree. I think I noticed it too when transitioning to E19 that the guide seems to be a little less familiar with the zones. For instance, Amaria's gym is a maze, but just following the guide step-by-step didn't give me too much trouble. But on the other hand, Victory Road frustrated me to the point where I just started poking around it by myself, because there's only so many "go into the cart" or "cross the track here" (especially since by doing so you get put into a new part of the map) before I get turned around and decide that following a guide is more trouble than just bumping into stuff and seeing if it works. Part of it is the nature of level design in Reborn. I've criticized it (mostly affectionately) as challenge by inconvenience. There's so many levels where the next step is right there but instead of being able to reach it, you have to loop all the way around. It's super frustrating to do, and I imagine it's much worse to write. I think it's less about trying to view it from the lens of a new player and more about stating things even if they seem obvious to you. We have a natural tendency to not want to come across as too condescending, so we don't try to assume the audience is an idiot. But if you're writing a guide, you have to assume that you're (often considerably) more knowledgeable about the game than the person reading it. For me, I also played the game a few times (though not approaching 8), so it was more about getting the 100% completion. There was also a couple of times where I probably could have gone through, but I wanted to make sure to get all the optional items and easter eggs. And a lot of times where I wanted to just use debug to walk through walls, but that's probably more a problem with Reborn's level design. Your expertise is why we even bother to read the guide, so you shouldn't try to change your perspective as much as share as much as you can. Saying too much, for instance, is better than not saying enough. Overall though, I understand the difficulty. I can't imagine how much time you've put into getting the guide to the level it's at, and it's absolutely on par with any video walkthrough on the internet. There's probably just a few tweaks here and there before I can comfortably say it's the best written guide I've ever seen.
  11. Just as commentary, I think this guide is really well done and one of the better guides/walkthroughs for any game out there, much less fanmade ones. But, and this is a fairly big caveat, what really keeps it from being perfect is that it really breaks down when it comes to navigational issues during some maps/puzzles, to the point where trying to follow the guide is often more frustration than just bumping along by myself. For instance, there's a lot of "backtrack to the X" in the guide. While I understand why you might be tempted to write this for the sake of brevity, it's really not helpful. If you're trying to follow a guide while you're playing, your attention is already split. Most likely you're either 1.) going a short distance, looking away to check the guide, and then going another short distance or 2.) following the guide step-by-step (e.g. go left, then up, then right, etc.). By this point, you're so turned around that saying "backtrack to X" is often completely meaningless. Not to mention it's often vague, how do you know if you've backtracked too far, especially without visual references? There's also elements of the guide where trying to follow it is almost completely incomprehensible. For instance, in the Forces of Nature new world in the post-game section of the guide, the directions for following along are unnecessarily vague. It's a lot of "go up and down the ladders", but the issue is that you often don't know if you go up one ladder and down one more, or if you go up and down a series of ladders. There's one part where "follow the ladders up and down" end up being like 4 or 5 ladders, and it's particularly jarring when you follow that up with "backtrack to the fork" after. I don't know how many ladders I'm supposed to backtrack up and down because the guide doesn't specify. And this is made especially worse because the map in question has invisible bridges so you're not actually sure if the "dead end" is actually the dead end (with an invisible bridge) that you're looking for. As someone who has written guides for games before, I understand the struggle. This game is especially bad for it because a lot of positions are hard to find, have poor visibility, or are otherwise painful to get to. But basically you have to be extremely explicit with your directionality and maneuvering instructions because what seems basic for you while playing is not going to be basic for someone whose attention is split while trying to follow your guide. The act of looking back and forth to verify with the guide, or alt-tabbing if you don't have multiple monitors, is going to make basic maneuvering hard to remember or follow. Big kudos for making one of the best guides out there, but ultimately the vagueness of a lot of the instructions has me either searching for visual walkthroughs or just fumbling through it myself.
  12. Is there a changelog? I want to know when the latest update was and what was in it.
  13. Am I doing something wrong? I install it to my mod folder and go to debug/abilities and it still only lists the abilities defined in the PBS. Edit: Tried it on a fresh install of the All Gen Mod with zero other mods (empty Data/Mods folder besides this file) installed. Debug mode manually installed in main. Not only does the abilities menu only show the defined abilities, there's no toggles anywhere that I can see for megas or pre-megas, and if you manually set their mega form, they immediately unmega as soon as you leave battle. Unless I'm doing something very wrong, I've yet to see any evidence that the mod actually does anything.
  14. I actually also like the idea of including Dynamax and Terastal forms. It would really make PoA the most comprehensive fangame in terms of mechanics, and arguably set it apart from most battle platforms (even official ones) in terms of functionality. But I feel like it would require an extension of the battle menu. As it stands right now in the current game, you can't really separate using a Z-Move from Mega/Ultra evolving your Pokemon. Selecting one would necessitate doing the other, if they're capable of both. It would probably feel a lot worse if by pushing a single button you end up Dynamaxing/Terastallizing in addition to whatever else. I'm not really sure how practical that is, but I trust you'll get the implementation right.
  15. Yeah, I actually agree. Reborn already feels bloated enough with Mega-Z, which already compete for the same space on the UI (and really, should be overhauled). Potentially adding Dynamax and Terastallization on top of this feels like an incredible amount of feature and sprite bloat for not that much gain. And you factor in that PoA already adds custom altforms, it spirals out of control really quickly. I hope PoA isn't chasing too hard after content for the sake of being all-inclusive, because feature bloat is a real issue.
  16. Looks like the mod stops the scene changes occurring on Route 4 (from Blizzard/Overheat snowing in or melting the snow in the overworld).
  17. Auto speedup when entering battle and speed down when finishing it would be really nice QoL.
  18. Decided to abandon E19 for now and went back to this E18 with this mod. It's just so hard to downpatch from gen 8 to gen 7, both because gen 8 pokemon are quite diverse and competitively interesting, but also because gen 8 comes with such a massive overhaul to physical attacks especially (with big effects on the physical vs special metagame balance). Sometimes I wish there was a quicker patch version with just Gen8 in the vanilla game, but I'm certainly happy to wait for this mod to be updated in full.
  19. Seems like when you equip Magnetic Lure you turn off ALL encounters, not just the ones you haven't caught.
  20. Almost feel weird playing Reborn without the Gen 8 pokemon now. Hope the update for this goes smoothly.
  21. There's a couple of shiny sprites that seem to not have transparent backgrounds (and show up with a big black box). Let me compile a list after testing them.
  22. Like 2-3 days ago? I hotfixed Gaston's issue myself by switching his event from autoplay to player trigger.
  23. I really like the additions for the most part. The fights are challenging and interesting and really help speed along the main game. As an a small bit of critique, I wish the monster houses and entrances to these dungeons weren't so hard to find. It makes missing them super easy, and then you go and clear them later and you're way outleveled. Also, Gaston seems to trap you in an infinite loop of dialogue after you beat him/enter through his entrance.
  24. The abilities "fix" seems to have broken something. --------------------------- Pokemon Reborn --------------------------- Exception: RuntimeError Message: Undefined value DUMMY in PBAbilities File PBS/pokemon.txt, section 11, key Abilities SHEDSKIN Compiler:1653:in `checkEnumField' Compiler:1687:in `csvEnumField!' Compiler:2394:in `pbCompilePokemonData' Compiler:2380:in `each' Compiler:2380:in `pbCompilePokemonData' Compiler:2378:in `loop' Compiler:2459:in `pbCompilePokemonData' Compiler:2362:in `each' Compiler:2362:in `pbCompilePokemonData' Compiler:2361:in `each' --------------------------- OK --------------------------- This happens each time you make any tweak to the PBS files after compiling, and seems to persist even after you revert the file back. Doing a clean reinstall seems to be the only fix.
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