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  1. Commander, unfortunately, is no longer a part of reborn's community. As such, I'd like to try to answer this issue.

     

    After looking into the issue, I did not find any significant differences between reborn's and redux's events here, and as such, nothing that could drive this issue. Therefore, I think the best short-term solution is to debug yourself out of this situation. Attached is redux 18.71's data folder with debug and walk through walls enabled. If this doesn't work, feel free to contact me and I'll unstuck your savefile.

     

    https://mega.nz/file/lqZnXIhZ#mGZ4Ceav_cADfc1QPkWQQyqbDwIaXVNRLfG8G6oKEcM

     

     

    • Like 1
  2. Double-Posting to announce patch 1.3.0. This patch introduces:

     

    New content:

    Spoiler

    -Slightly diversified content on enemy pokemon: I've tried to cut down on the instances of moves like floaty fall and thousandarrows in order to introduce more diversity in enemy movepools.

     

    -A new ditto postgame event. Which, for the record, is not intended to be fair.

     

    -Bug fixes. Cain's greninja in particular should no longer attack your teammates.

     

    -PBS files in the download.  Mod to your heart's content.

     

  3. On 1/19/2020 at 6:06 PM, TripleHHH said:

    Yeah I also found this problem. I solved it by moving the .rb files that were located on the Data folder to the Mods folder.

     

    While we are on the topic about bug report, does the wild pokemon doing nothing on their turns intended?

    Thanks for the bug report. I uploaded a new patch just now that should fix both wild pokemon inactivity as well as the issue in the post you quoted.

  4. Double posting because I have an important bug fix to share:

     

    Spoiler

    Postgame fights are now tied to having watched the e19 teaser (Beat hardy's gym and walk out of said gym to unlock postgame fights.) While I don't feel this is worth sending a new update for, here are fixes for players currently battling the postgame fights:

     

    https://mega.nz/#!r7xTzSjC!W9lPN0wDO1gfiQoPQVT-U6rma3v5JrU06Yw-PJME4vQ (main game)

     

    https://mega.nz/#!WmonzCAb!09Ove-QP8-FoVEOV38u7XxcsrzTnq6zOgf-tlXFBS98 (patch)

     

    This should hopefully prevent the bugs of postgame fights not appearing at all (The event was tied to hardy's gym opening up before)

     

  5. As I'm not active in the reborn discord server anymore, I'd like to elaborate on the patch I just uploaded:

     

    Spoiler

    -The postgame fights have been moved to after Hardy's gym arena opens.

     

    My original plan with these was to award items to people who can beat the fights early. However, playthroughs showed a fair amount of people resorting to strategies such as endeavor sturdy, destiny bond, etc. to obtain the rewards. I feel this doesn't do the fights justice, so they've been pushed back until after hardy's gym arena opens up.

     

    -Terrain moves now fail

     

    Making it more difficult to change the field you're fighting on. Hopefully this'll prevent some of the cheesier strats to get around difficult fights.

     

    -Increased the AI on enemy trainers

     

    Memeborn has the AI of all trainers set to 100 and I forgot to port that change until now. Oops. This'll hopefully make the postgame fights behave more intelligently.

     

    -Added a new postgame fight

     

    A new tester for the intermediate versions has arrived. As such, they've been given a postgame fight.

     

    -Removed rare candies from sweet co.

     

    I've seen instances of extreme overleveling to the point of overleveling a pokemon by 30 levels just to get it to evolve early. While I don't object to overleveling your mon, I'd like to not facilitate extreme cases like these.

     

    -Reorganised mystery egg

     

    Some of the mystery eggs just were too powerful or had overbearing moves. Both the pool of pokemon and their moves have been overhauled to be less powerful, but should still serve as power sources for any monotype run.

     

    -Removed misc. high level moves from pokemon

     

    I gave some pokemon moves to use at 80+ levels in earlier versions. These have been removed largely for the same reason rare candies have been removed from sweet co.

     

    -Updated the altforms to 0.5.12

     

    -Misc minor bug fixes

     

    -Misc small battle redesigns

     

     

     

     

     

  6. Pokemon Reborn Memeforms

     

    Description:

    This mod combines the Pokemon Reborn Memeborn and the Pokemon Reborn Alternate forms mods.

    Combining the new Pokemon options from the Alternate Forms Pack and Pokemon Memeborn, opponents weaponize the Alternate Forms to create a new source of popcorn spin on the brutal difficulty of Pokemon Memeborn.

    The full set of currently available Alternate Forms (and some additional ones) is included. Additionally, some of the Alternate Forms have been changed to be more effective or perform different roles.

    Are you ready to suffer?

     

    New Features:

     

    • Updated boss battles which draw on Altforms for an additional challenge
    • Starters hold their respective plate
    • New events, making some pokemon or their evolutions obtainable earlier
    • 2 new alternate forms based on my shitposts custom shinies
    • Additional moves for some Pokemon
    • A new set of Mystery Egg Pokemon, each individual Pokemon with a move that is otherwise unobtainable
    • 16 postgame battles
    • Shift Mode acts like Set Mode, Items are banned
    • A wide set of pre-installed mods, including the option to enable Debug
    • Pokemon changes from Memeborn are retained
    • Miscellaneous changes, all documented in the Spec's Changes txt file that comes with the download

     

    Download:    (last update 26 Mar. 2020)

     

    https://drive.google.com/open?id=1QLjGsQ3a_MUbLfCZOTVBuW4ZjI5cesOL (Google drive upload)

     

    Download:    (last update 23 Feb. 2020)

     

    http://www.mediafire.com/file/btskr4kin9rhffq/Pokemon_Reborn_Memeforms.rar/file (mediafire upload)

     

    Patches:

     

    1.3.1 (last update 26 Mar. 2020)

     

    https://drive.google.com/open?id=13UFOvislS5BZG1qZJ02MC2Sk9MIFB8Y3 (Google drive upload)

     

    1.3.0 (last update 23 Feb. 2020)

     

    http://www.mediafire.com/file/u30004oeeknuitg/Pokemon_Reborn_Memeforms%282%29.rar/file (mediafire upload)

     

     

    Patch 1.3.1 (Mar 26, 2020):

     

    Spoiler

    Fiore Gauntlet enemies have been toned down.

    Fiore Gauntlet partners have been buffed slightly

     

    Alt Dragalge now has its correct typing.

    Moon salamence now has its sprites.

    Hycrox' metagross now has its correct sprites.

     

    Patch 1.3.0 (Feb 23, 2020):

     

    Spoiler

    PBS are now publicly available

     

    Fixed misc. bugs.

     

    Added ditto the postgame.

    Credits: 

    Spoiler

    General:
    Bluetowel: creating altforms, sharing his data and helping with making the game
    Azery: creating memeborn, helping design the game, extensive bug fixing assistance
    DemICE: Extensive assistance with scripting
    Aironfaar and Waynolt: mod packs to help smoothen the gameplay experience
    Commander: Script that allows trainers to have more than 6 pokemon.

     

    Base altforms sprites:
    DMBY
    DreamblitzX
    Hellscythe
    Khrona
    Player_Null_Name
    Privateer Elise
    Pyrromanis
    OldSoulja??
    Hamigakimomo

     

    Additional spriting:
    DMBY: Rhybombee concept, sun salamence and psychic hydreigon, ice gengar, ace trainer sprite
    Hycrox: Steel hydreigon and electric metagross sprites
    Player Null Name: Togeskill backsprite and icon, rhybombee sprite
    Pokemon infinite fusion discord: Togeskill original sprite and concept

     

    Testers:
    Azery
    Ghost
    Jess
    Krantz
    Lowkey7ft4

    Luna
    Omega
    Riku Sakuraba
    Sceptilepsy
    ShadowStar
    Weeb

    DarkDreamerLuna

     

    Post-release Testing and bug fixes:

    Fallirion

    Generic Gamer

    Pyukumuku

    S_G

    Sage

    Seal

    Zhaorai

     

     

    • Like 7
    • Haha 1
    • Upvote 1
  7. Having played through the game, I want to say something positive, but am having a hard time doing so. While I appreciate the effort on your behalf, I have several issues with the game. My issues boil down to the following:

     

    Spoiler
    Spoiler

    1. Copying rejuveation's files. The mapping, spriting, and eventing all feel like you just copypasted rejuvenation. This in and of itself needs not be problematic so long as you provide new contect and explicitly credit the authors of the work your game is based on. 

     

    However, the game to many extents feels like copypaste central: fletchlings and even woopers laugh at you for running away. You go to the library to collect a forbidden book with the exact same sprite as a forbidden book in rejuvenation. Even the fire looks copypasted from where love lies.

     

    The lack of credits anywhere in particular irk me: did you talk to reborn's/rejuv's/desolation's developers before you made this? 

     

    And then there's a final issue that irks me: the 'shame' map when people try to open your game in rpg maker xp. How can you call shame on people for trying to extract your resources after all the previous points?  It just seems arrogant to me.

    Spoiler

    2. Gameplay/Balance. I couldn't gauge what difficulty you were going for. Referring back to issue 1, you kept the difficulty levels from rejuvenation, but they seem to have no discernable effect on gameplay.

     

    I played on intense, and bar the first gym leader's houndoom, no mons on the enemy team did anything to fix fire's inherent weaknesses. What's more, the grassy terrain --> burning field interaction did not work due to the game being based on rejuvenation scripts.

     

    A battle against an unwinnable foe doesn't work when you've given dozens of status-wise counterplay beforehand. The most glaring example here would be brightpowder (from wild wurmple). They turn the would-be impossible fight into a joke. There are probably more ways to cheese, but this is just one example.

     

     

    Spoiler

    3. Plot

     

    There's a cult and they rioted. They apparently have legendary mons and... dragonite? I'm sorry, but I couldn't follow the plot at all.

     

    The game's plot feels like it tries to combine reborn, rejuvenation and desolation into one game, which in my opinion is trying to do too much at once. As a result, the structure of the underlying game is lost, as underlined previously.

     

    One issue in particular I'd like to outline is how 'michael' can command the fire gym leader to fight with no underlying control mechanism? How does that work? How can she even apologize for fighting you while under Michael's control?

     

     

    To this end, I'd like to make 2 gentle recommendations for future work:

     

    Spoiler

     

    Spoiler

    1. Credit the resources you use and ask for permission in advance. This way, you both have the consent of the developer before you start and have them to help you think in case you want to change anything substantial. It also allows you to pull the plug before you start in case a developer is not on board with your changes.

    Spoiler

    2. Have a game plan before you start editing. This allows you to both not outright copy other games as well as keep fresh material after the first few releases.

     

     

    Please do not hesitate to contact me in case any part of my post is unclear, for future advice or any other matter.

     

    • Like 2
  8. On 6/2/2019 at 11:33 PM, Commander said:

    Had to double check but gonna have to deny yours due to the levels. Level them down to one of the open slots and I'll accept it. (55-60 is the highest remaining one left)

    Sure!

     

    Pre battle dialog: Debug is pure skill TBH.

    AceTrainerM
    Loki
    6
    HITMONLEE,55,NORMALGEM,FAKEOUT,KNOCKOFF,HIGHJUMPKICK,EARTHQUAKE,2,M,0,false,ADAMANT,31,255,,false,,,6,252,0,252,0,0
    ESCAVALIER,56,OCCABERRY,GYROBALL,MEGAHORN,HORNLEECH,SWORDSDANCE,2,M,0,false,BRAVE,31,70,,false,,,252,252,6,0,0,0
    TYRANITAR,57,TYRANITARITE,DRAGONDANCE,STONEEDGE,EARTHQUAKE,CRUNCH,0,M,0,false,JOLLY,31,70,,false,,,6,252,0,252,0,0
    TOGEKISS,58,LEFTOVERS,AIRSLASH,AURASPHERE,ROOST,FLAMETHROWER,1,M,0,false,TIMID,31,70,,false,,,6,0,0,0,252,252,0
    MIENSHAO,59,CHOICESCARF,HIGHJUMPKICK,UTURN,,KNOCKOFF,STONEEDGE,2,M,0,false,JOLLY,31,70,,false,,,6,252,0,252,0,0
    DRAGONITE,60,WEAKNESSPOLICY,ROOST,EARTHQUAKE,EXTREMESPEED,DRAGONDANCE,1,M,0,false,JOLLY,31,70,,false,,,6,252,0,252,0,0

     

    Defeat Quote: PURE. SKILL.

  9.  

    Pre battle dialog: Debug is pure skill TBH.

    AceTrainerM
    Loki
    6
    HITMONLEE,95,NORMALGEM,FAKEOUT,KNOCKOFF,HIGHJUMPKICK,EARTHQUAKE,2,M,0,false,ADAMANT,31,255,,false,,,6,252,0,252,0,0
    ESCAVALIER,95,OCCABERRY,GYROBALL,MEGAHORN,HORNLEECH,SWORDSDANCE,2,M,0,false,BRAVE,31,70,,false,,,252,252,6,0,0,0
    TYRANITAR,96,TYRANITARITE,DRAGONDANCE,STONEEDGE,EARTHQUAKE,CRUNCH,0,M,0,false,JOLLY,31,70,,false,,,6,252,0,252,0,0
    TOGEKISS,97,LEFTOVERS,AIRSLASH,AURASPHERE,ROOST,FLAMETHROWER,0,M,1,false,TIMID,31,70,,false,,,6,252,0,0,252,252,0
    MIENSHAO,97,CHOICESCARF,HIGHJUMPKICK,UTURN,,KNOCKOFF,STONEEDGE,0,M,0,false,JOLLY,31,70,,false,,,6,252,0,252,0,0
    DRAGONITE,98,WEAKNESSPOLICY,ROOST,EARTHQUAKE,EXTREMESPEED,DRAGONDANCE,1,M,0,false,JOLLY,31,70,,false,,,6,252,0,252,0,0

     

    Defeat Quote: PURE. SKILL.

  10. AI can target teammates with Z-moves in double battles. Attached screenshot (in pokemon memeborn) shows the aftermath of alolan dugtrio targeting its teammate with tectonic rage. Perhaps a result of the z-move in question having the highest potential damage against magneton?

    zmove_bug.png

  11. Spoiler
    
    Loki (Ribombee) @ Focus Sash  
    Ability: Shield Dust  
    EVs: 252 SpA / 4 SpD / 252 Spe  
    Timid Nature  
    - Sticky Web  
    - Moonblast  
    - Hidden Power [Fire]  
    - Quiver Dance  
    
    
    658-0.png270.png
    
    Greninja @ Life Orb  
    Ability: Protean  
    EVs: 4 Def / 252 SpA / 252 Spe  
    Hasty Nature  
    - U-turn  
    - Hydro Pump  
    - Gunk Shot  
    - Ice Beam  
    
    
    308-1.png
    
    Medicham-Mega @ Medichamite  
    Ability: Pure Power  
    EVs: 252 Atk / 4 SpD / 252 Spe  
    Jolly Nature  
    - High Jump Kick  
    - Zen Headbutt  
    - Fake Out  
    - Ice Punch  
    
    
    373-0.png270.png
    
    Salamence @ Life Orb  
    Ability: Moxie  
    EVs: 252 Atk / 4 SpD / 252 Spe  
    Jolly Nature  
    - Rock Slide  
    - Outrage  
    - Earthquake  
    - Dragon Dance  
    
    
    497-0.png234.png
    
    Scep (Serperior) @ Leftovers  
    Ability: Contrary  
    EVs: 6 HP / 252 SpA / 252 Spe  
    Timid Nature  
    IVs: 0 Atk  
    - Leaf Storm  
    - Hidden Power [Fire]  
    - Dragon Pulse  
    - Glare  
    
    
    526-0.png234.png
    
    Gigalith @ Leftovers  
    Ability: Sand Stream  
    EVs: 252 HP / 252 Atk / 4 SpD  
    Adamant Nature  
    - Stealth Rock  
    - Wide Guard  
    - Rock Slide  
    - Earthquake  
    
    
    681-0.png639.png
    
    Aegislash @ Weakness Policy  
    Ability: Stance Change  
    EVs: 252 HP / 252 SpA / 4 SpD  
    Quiet Nature  
    IVs: 0 Spe  
    - Shadow Ball  
    - Shadow Sneak  
    - King's Shield  
    - Sacred Sword  
    
    
    530-0.png275.png
    
    Excadrill @ Focus Sash  
    Ability: Mold Breaker  
    EVs: 252 Atk / 4 Def / 252 Spe  
    Jolly Nature  
    - Rock Slide  
    - Rapid Spin  
    - Earthquake  
    - Iron Head  

     

  12. Likely going to replace a couple of these pokemon in e18, but intending to use these pokemon for the main storyline:

     

    Aegislash @ Leftovers
    Ability: Stance Change
    EVs: 252 HP / 252 Atk / 6 SpD
    Adamant Nature 
    - King's Shield
    - Iron Head
    - Shadow Sneak
    - Swords Dance

    Volcarona @ Charcoal/Focus Sash
    Ability: Flame Body 
    EVs: 252 SPa / 6 Def / 252 Spe 
    Timid Nature 
    - Heat Wave (interacts with fields more than flamethrower does)
    - Bug Buzz
    - Giga Drain
    - Quiver Dance

    Ferrothorn @ Leftovers 
    Ability: Iron Barbs 
    EVs: 252 HP / 252 Def / 6 SpD 
    Relaxed Nature 
    - Iron Head
    - Power Whip
    - Leech Seed
    - Spikes

    Chansey @ Eviolite
    Ability: Natural Cure 
    EVs: 6 HP / 252 Def / 252 SpD 
    Bold Nature 
    - Minimize
    - Softboiled
    - Seismic Toss
    - Toxic

     

    Greninja @ Life Orb 
    Ability: Protean
    EVs: 6 Atk / 252 SPa / 252 Spe 
    Naive Nature 
    - Extrasensory
    - Dark Pulse 
    - Surf
    - Gunk Shot

    Pinsir @ Pinsirite
    Ability: Aerilate
    EVs: 6 HP / 252 Atk / 252 Spe
    Jolly Nature 
    - Return
    - Quick attack
    - Close Combat
    - Swords Dance

  13. Alternatively, here's a (crudely made) list:

     

    Spoiler

    Coral ward:
    1: Coral-Obsidia passage (aroma lady sprite).

     

    Onyx ward:
    2: Onyx arcade (hotshot sprite). Between the two couches on the top right

     

    Obsidia ward: 
    3: Obsidia ward (lass(?) sprite). On the right hand side of obsidia park. East of a fountain.
    4: South obsidia ward (blonde spiky hair). To the left of around where you entered the obsidia slums for the first time.
    5: Obsidia alleyway (girl). Directly down when you enter from opal ward.

     

    North Obsidia ward:
    6: South of the grand stairway (super nerd(?) sprite). Closest to the guard

     

    Lapis ward:
    7: Lapis ward (Woman with gray hair). Below two benches in a park

     

    Lower Peridot ward:
    8: Lower peridot ward (pokemart vendor sprite). Below rightmost park. Close to Opal ward
    9: Lower peridot ward alleyway (female punk sprite). First visible alleyway to the left of railway
    10: Lower peridot ward (youngster sprite). From the railway, first house you encounter

     

    Peridot ward:
    11: Peridot shelter (male Punk sprite). Sitting on a bench in the bottom left.

     

    Jasper ward:
    12: Jasper ward (girl). The first building west of the police station

     

    Beryl ward:
    13: Beryl ward bridge (battle girl sprite(?)).
    14: Beryl library (child sprite). Just above the left-hand side of the librarian's desk.
    15: Beryl ward (bug catcher sprite). Directly west of the former gym.

     

  14. Mega evolutions seem to make online battles freeze on 'waiting...' between turns when used. I have encountered problems in four seperate occasions:

     

    1: I used a mega pinsir. After quick attack from mega pinsir against the opponent's (weakened) porygon-Z, their porygon-Z fainted for me, the battle afterwards remaining stuck on 'waiting...'. My opponent told me that my pinsir did not mega evolve and that porygon-z survived the attack.

     

    2: My enemy used a mega glalie. It did not mega evolve from my perspective. I took it out from my perspective. Opponent reported glalie properly mega evolving and taking out my pokemon. Both my pokemon and my opponent's turned level 100 after we ended up closing reborn.

     

    3: I used a mega pinsir. A return against enemy's amoonguss took amoonguss out from my perspective. From my opponent's perspective, pinsir did not mega evolve, amoonguss lived and pinsir got effect spored. Attached screenshot shows the screen on which the battle froze from my perspective (Screenshot 1).

     

    4: Fought against someone to test whether use of megas is linked to knocking out a pokemon or not, using a mega pinsir myself while my opponent did not use any mega evolutions. My pinsir appeared as a normal pinsir to my opponent despite mega evolving pinsir. Swords dance from mega pinsir turn 1 and opponent's chandelure using trick room did not break online functionality (screenshot 2). Switching out my mega pinsir while the opponent kept chandelure in did not break functionality either.

     

    4, continued: Switching mega pinsir back in still made my mega pinsir appear like a normal pinsir to my opponent (screenshot 3). Quick attack against opponent's chandelure did damage from my perspective (aerliate), but not from opponent's perspective (screenshots 4 and 5). Knocking chandelure out with return from my perspective (but return having no effect from my opponent's perspective) broke online functionality (screenshots 6 and 7).

     

    Mega evolution seems to not report from the opponent's perspective. Mega evolutions also seem to break online functionality when a pokemon is knocked out.

     

    screenshot1.png

    screenshot2.png

    screenshot3.png

    screenshot4.png

    screenshot5.png

    screenshot6.png

    screenshot7.png

  15. 28 minutes ago, Ice Cream Sand Witch said:

     

      Hide contents

    One of the rewards for that was supposed to be a Weakness Policy. Did you find it in the cave? 

     


    That being said, I'm still trying to think of a reward for ep 5's holiday Pokemon. It seems like most held items are available through some means by this point. 

     

     

     

      Hide contents

    Assuming it was Brutus's Golisopod, did its Sitrus Berry activate? If so, the Sitrus Berry might be overriding Emergency Exit. Topsy Turvy sounds like it has the effect of Trick or Treat. I've noticed that too about Gen 7 Pokemon which confused me, but I always forget to make a note of it. I'll do so now. 

     


    Those are actually students on the upper floor. The classrooms aren't supposed to be accessible, but being able to walk through the door is a passability error. I'll make the doors non-passable.

     

     

     

    My bad! I forgot about the weakness policy. That's a consumable item though. As you pointed out about held items, I don't feel that it really stacks up to items such as life orbs, leftovers and assault vests. Brutus's golisopod was one of those golisopod I'm referring to, but I recall encountering another trainer's golisopod (I think at the market) who also did not switch out after being weakned. I don't think they had a sitrus berry?

  16. I finished playing the newest version just now. I really enjoyed all of the added battles and added pokemon. I also like that you covered the explanation behind ultra beasts. God bless life orbs in this version as well.

     

    One part in particular struck me as strange:

     

    Spoiler

    I felt a bit disappointed after beating Valentine Starmie. All I really seemed to obtain from defeating a level 80 enemy was a turtwig, whereas earlier events yielded more powerful pokemon and useful items. As for the item part, maybe adding a rare candy or two could help?

     

     

    I also noticed some more strange things happening in and out of battles. I'm not sure if these are bugs, but I'd like to report them anyways:

     

    Spoiler

    Emergency exit on enemy golisopod did not activate at all, through both passive and active damage.
    Topsy turvy from an opposing malamar displayed a message that my Celesteela turned into a ghost type.
    Gen 7 pokemon give out curiously low exp figures. Several of Ivan's gen 7 pokemon all (my pokemon all level 57) gave me 1095 exp.
    Classrooms on top floor of Sea Star School behave strangely: Teachers stand in the middle of the room. Trying to enter classrooms anyways allows for a few steps north, followed by invisible walls.
     

     

    I'm looking forward to episode 5!

    • Upvote 1
  17. I'd like to explicitly state that only having two team members will make you run into trouble the moment you get a bad matchup, e.g rock solidly defeats both of your pokemon (insert sans meme here). Generally it's a good idea to have more pokemon even if you intend to replace them in the near future, if only for the sake of a free switch. But to give a few semi-vague hints:

     

    -The slums hold some decent pokemon. Do any of them evolve before your current level cap?

    -Obsidia also has an alley near the opal ward, housing several unique pokemon.

    -Check out the game corner, you may find it interesting.

    -Pay very close attention between the second and third gym. There are some extremely good pokemon available at this point.

     

  18. A generally useful tactic in double battles is to leave a specific non-threatening pokemon on the opposing side standing. In this case, you might want to leave Aya's nidoqueen alone. Your blaziken in particular should be able to build up speed boosts this way.

     

    Additionally, Aya's field may weaken earthquake, but earth power is unaffected. If you have a moon stone then you can evolve nidoran almost straight out of the game corner. Nidoking learns earth power at level 43, allowing it (particularly sheer force nidokings) to burst straight through Aya's team and even profit of the resulting sludge wave TM.

     

    Kricketune is likely also not viable anymore by now. If you want a solid answer to psychic, dark and poison types I would recommend picking up a drapion. Skorupi can be found in the railnet around the strength-necessary areas. It evolves before your level cap and has solid typing to back it up.

     

    Good luck with your current and future gym battles!

  19. Heya, I'm Specific. I joined this site after clearing reborn's sixteenth episode, I'm also in the middle of a reborn hardcore run.  By now, I'm curious as to what the reborn community is like.  While this is my fourth post, I would like to belatedly introduce myself to the reborn community.

     

    Regarding preferred pokemon, I like 'mons that can turn the tide on opponents decisively. This is a flexible preference, ranging from ferrothorn to pheromosa. I have a soft spot for medicham, gliscor and salamence, though.

     

    I'm hoping to contribute to these fora: Not only to reborn itself, but also to any games that may stem from pokemon reborn.

     

     

  20. I just finished playing episode three and a half and really enjoyed it! I really love the free starter choice aspect, allowing you to choose your favorite or just straight up overpower your opposition from the start. In my opinion, this adds a great deal of replayability due to the current lack of availability of some pokemon outside of starter choice (r.i.p bagon line), as well as the ability to play some pokemon early. The ultra beasts seem a little out of place to me though, arguably being comparable to legendaries. 

     

    The difficulty also strikes a nice balance between the normal pokemon games and the more difficult fangames. Gym leaders do pack teams of 6 pokemon and rival/villain battles are more challenging than normally, but require no team changes or clutch strategies unless one is poorly prepared. I found the first gym much more difficult than all subsequent ones, though. Lack of time to prepare on my part and the use of non-evolving pokemon by the leader in particular contribute to this. (Do I need to spoiler tag this?)

     

    I noticed a few potential bugs:

    Spoiler

    King's shield always fails: Aegislash changes stances properly, but no damage negation is done, significantly hampering aegislash's defensive prowess.

    Some pokemon are incapable of obtaining (and maybe even spawning with) their hidden abilities, nor will ability capsules work. This in particular bothered me with respect to using garchomp and alakazam, as they are stuck with sand veil and synchronize respectively.

     

     

    All in all this is a great fangame and I'll be looking forward to future releases.

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