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ThiroSmash

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Posts posted by ThiroSmash

  1. Playing around in debug mode, I just realised that Expanding Force, Misty Explosion, Rising Voltage and Grassy Glide are missing entirely.

    The terrain setting moves and abilities are there, a bunch of other gen 8 signature moves are there, but not these four.

     

    Is this just an oversight or an actual design choice?

  2. 7 hours ago, pvstelsouls said:

    There are basically two routes for post game. For one of them, the postgame lead is Anna. Lin is the postgame lead for the other route. I believe there are certain requirements you have to fulfill to get Anna’s route. 

    You're right, it seems that it's two entirely different routes. But I don't remember making any choice in all of e19, so I guess Anna's more of a hidden route?

    (Also, it seems considerably less fun to have Anna talk instead of Lin)

  3. When I reached Necrozma, Lin said some things about being trapped in that meteor for a while, made a Necrozma supports gay rights joke with the rainbows, and even let met choose to fight in either Rainbow or Crystal Cavern field (tbf I don't know if that's actually an option, I never tried to pick Crystal Cavern).

     

    But now I see this youtube video: https://www.youtube.com/watch?v=ey4P3sr6Q20&ab_channel=Leo and it's... Anna the one who speaks in that cutscene. She seems to believe that the player is Lin now, and there's even a different animation when she shows up.

     

    The hell's up with that?

     

    Edit: only video I could find of the Lin version: https://www.youtube.com/watch?v=2jLrgFQSSsA&ab_channel=DemICE. The dialogue is all skipped, but you can see that it's Lin talking.

     

     

  4. 6 hours ago, Mimikyu said:

    XP-> Ame is or was gonna add Rejuv's Level cap system for e19

     

    Fields-> Fields are what make the gym fights hard though, its personally nicer to beat the leader when its on their perfect advantage (Here's looking at you Charlotte and Amaria)

     

    EV/Stats -> Yeeting set up moves = a lot of work to code removal/Cap limits of setup as some mons complete abilities are dependent on that [Moody, Hyper Cutter, Belly drum loses all usability along with anger point ], All the gym leaders mons to my understanding are Max EV IV trained anyways

     

    Common Candies-> Point becomes invalid for e19 getting Rejuv cap changes if first point is still correct, plus ive used maybe 5 common candies to my life in my current 154h of playtime, plus you have SMW/Additional Options modpack to fix that cap issue anyways

     

    Mining rocks-.  are mostly whatever cause the big one heart scales i believe are in the pickup table, so why mine when i could just run around and get a buttload with 6 pickup mons fighting trash wilds?

     

     

    Im only starting an intense mode playthrough for Rejuv but i had issues in normal mode reborn and rejuv normal mode getting past parts so im not there with difficulty
    Id recommend looking at Pokemon Reborn Redux as it gives each gym leader much harder teams to fight against as a lot of the changes your asking for requires a lot of effort recoding the spaghetti code that is essentials, changing entire teams of leaders, recoding the fields system, recoding the evs/ivs, recoding stat setups cause changing that code affects Opponent too
    Very very large amounts of essentials code changing

     

    -Personal Opinions be this thread as a casual player who hates Ciel after being stuck on her for 3m

     

    For EVs and stat boost I was talking about limiting the player's boosts, but not the AI's. The whole point of this is to not have to touch the AI's existing teams. So you'd have the 100 EV cap and the +1 stat cap but the AI would stay the same and keep its 252s and up to +6 boosts. I have no idea of how hard that would be to code with Essentials but once it's done you shouldn't need to change anything else. No learnsets, no team distributions, nothing.

     

    I had no idea of Heart Scales being in the pickup table, that'd be a first. If that's the case, then yeah it should probably go away too.

     

    Andracass said that lategame exp gain is gonna increase so overleveling would be a bit more of an issue, but if the hard exp cap of rejuv is gonna get implemented then that's a bit of a shame.

  5. 49 minutes ago, RoySolare said:

    Well, Donphan can’t keep up for long alone when it comes to experience gain and Shell Bell only restores HP equal to 1/8 of the damage dealt. But Male Combee having its crest is different since it will restore HP equal to complete damage dealt.

    I mean if you're gonna run a FEAR donphan you're gonna want to keep it level 1 if possible anyways.

  6. 1 hour ago, RoySolare said:

    Only Focus Sash triggers once, but Sturdy triggers many times as long as its HP is restored to max. Plus, Combee doesn’t need strength but strategy.

     

    At that point just get a donphan with sturdy, ice shard and endeavor and give it a shell bell and it's basically the same.

  7. I would like one for Rapidash:

     

    If the move makes contact, its secondary effect always triggers (except if it's causing a flinch).

    This means that fire moves and slash and burn always burn, bounce always paralyses, poison jab always poisons, play rough always drops attack and iron tail always drops defense. It's a pretty nifty amount of utility.

  8. 2 hours ago, Mindlack said:

    Many useful TMs are still unavailable in game yet. Unless I'm mistaken, all of the following TMs are unavailable: Dragon Claw, Calm Mind, Ice Beam and Blizzard, Thunder, Earthquake, Sludge Bomb, Fire Blast, Energy Ball, Volt Switch, Swords Dance, U-Turn. There are several memes on that topic, for instance https://www.reddit.com/r/PokemonReborn/comments/i4mo4m/maybe_earthquake_is_the_friends_we_made_along_the/  or https://www.reddit.com/r/PokemonReborn/comments/hzjfy7/this_is_all_i_want/

     

    Back to the content of the post: you're making some good suggestions, even though I personally find them terrifying (I'm not very good). Permanent fields, no weather games from the player and limited set-up? That certainly ramps up difficulty a fair bit.  

    I really can't see how they trivialize the game (against a fully EV'd team, of course), but apparently it does, and it's now standard, so why not? I'm not going to end up playing in hard mode, although I'm interested enough to discuss one. 

    But I'm not convinced by the idea of limiting Common Candies. I just can't imagine managing exp as part of the game, but maybe I just lack imagination.

    Mining rocks are already in a finite number, so I guess you want to limit/hardcode their content to curb the maximal number of heart scales that one might have? 

     

    Well those are some good ass memes. It's surprising that all of those are still not available even after the second-to-last badge, though I can see why.

     

    About the EVs, someone else made a fully fledged wall of text explaining why in an SHF video, but to summarise:

    • First of all there are all the QoL issues with them and how much of a pain in the ass it is to EV train without proper help, which heavily discourages adding new pokemon to your team (thing that Reborn is thankfully solving next update).
    • Next, from a developer perspective, balancing the game properly is miles easier without EVs, since you can much more easily account for all the player's tools and not debate on whether or not they're gonna run max speed EVs in everything.
    • Third, they trivialise the game because they only encourage power creep. Mons like Alakazam or Gengar comfortably invest into even more speed and even more special attack than they already have. Mons like Steelix or Blissey are allowed to fix their one balancing weakness. But mons who have more evenly-distributed stats struggle. Arcanine has to choose between not doing enough damage in either of the offensive stats or not being fast enough to handle most threats, all the while not being quite bulky enough to compensate. And Arcanine is one of the best "balanced" mons thanks to Intimidate and his generous movepool.
    • I propose the 100 per stat, 400 total alternative as a middle ground worth exploring to help out all the mons with awkwardly average stats, though removing the system entirely is equally as acceptable in my eyes.

     

    The "beauty" of exp management is something I've learned from Pokemon Challenges' hardcore nuzlockes. It is a self-balancing system: if you abuse your broken mon too much, it will overlevel, so you're encouraged to switch up your composition and utilise less important pokemon for less important battles and soak the exp. Having common candies in a limited amount I think is a good enough middle ground to give the player some margin of error whilst still being a self-balancing system.

     

    Lastly, I'm fine with mining rocks as is - even better with the announced rework of the rewards. Mining rocks give you a random amount of different utilities, but still a finite one. One playthrough you might luck out and get a Pixie Plate and two extra Heart Scales, the next one you might just get four oval stones and be told to deal with it. You can save-scum in order to squeeze out as many resources as possible, but then I question why are you playing a difficulty mode such as this one to begin with. What I'm opposed to is farming infinite Heart Scales via Luvdisc fishing or parts via the clowns, it undermines the whole concept of the challenge.

     

    Well this was a long reply.

  9. I've just recently read every new announcement since like... June? (Yes I'm late, but I was playing Rejuvenation v13, can you blame me?) and the topic of a hardmode was brought up.

     

    May I suggest, instead of going Rejuvenation's route of giving every opponent crazy OP mons and giving Saki TWO BUSTED MEGAS AAAAAAAAA, taking a more subtle approach and instead limiting the player's options.

     

    I've come to really appreciate SHF's work and the way he handles difficulty in his kaizo romhacks. He takes full responsibility of what tools the player does and doesn't have. Bringing weather? Nope, deal with natural weather. Set-up strats? Gone, deleted. Encore cheesing? Sure, but I hope you like it on Illumise. This kind of player limitation is what separates the Kaizo games from something like, say, Radical Red.

     

    Originally, I really liked Reborn's field mechanics because it indirectly brought to light so many niche moves and abilities, and by extension so many niche or otherwise bad pokemon. But when it comes to Rejuvenation's Intense mode, the power creep is so steep that it undermines the team variety that fields used to allow, practically forcing the player to use the same OP strategies of the AI against it. I wouldn't like to see Reborn go down the same path.

     

    So instead of building a second team for every gym leader, rival or meteor admin battle ever, how about restricting the tools of the player? I have a few generic ideas that would help:

     

    • Limit changing the field. Most of Reborn's gym leaders are in an undestructible field, I'll give them that, but a few others can be easily cheesed and demolished by changing/terminating the field. Preventing the player from changing the field drastically (besides things like Water Surface <-> Underwater or Heated Arena <-> Burning) can go a long way to ensure that most battles are going to be a challenge.

     

    • Removing weather setters. Pokemon with Drizzle, Drought, Snow Warning or Sand Stream, as well as the weather TMs, will remove a lot of the player's capacity to counter-cheese hard fights.

     

    • Implementing a hard-cap to stat increases and set-up moves much lower than +6. This helps prevent the player from simply 6-0'ing after a set-up. How low the cap is, would require some testing. Perhaps only +1 in every stat, or only a total of +2/+3 across all stats are my hardest limitations.

     

    I bet people are gonna hate the next ones.

     

    • Limiting/Removing Common Candies. The art of micro-managing exp so that your pokemon don't overlevel is heavily unexplored territory imo, and Reborn's soft level caps are a perfect system to let it flourish. Too bad that unlimited Common Candies undermines the whole concept.

     

    • Making (some) TMs single-use for the entire game. I don't remember what TMs are available for Reborn, but powerful, all-around useful moves such as Earthquake, Ice Beam or Will'o'Wisp should probably have a limited use and not just be slapable into every pokemon ever. Colored parts and Heart Scales should also not be limitless as to not let the player create their dream team for every other battle.

     

    • Limiting/Removing EVs. Honestly, I'm of the opinion that the EV system only trivialises the game and should be gone entirely. Assuming that we don't remove it altogether, limiting the player to EV-train only up to, say, 100 points in each stat with a 400 total would make things dicy for sure.

     

    I reckon that all of this is probably not the easiest thing to implement, but it certainly would be less work than making a new team for every single important fight in the game, AND it would be more interesting at that. Imo.

     

    Thoughts?

     

  10. 6 hours ago, Yahiro said:

    AI will always use the weakest move possible to kill you. If your Pokemon can be KO'd by shadow sneak then it would use it but if it cant KO you then it will use stronger moves. At least that is what happens to me.

     

    Other things I found is that it can read what moves you have but not what move you use. I know this because AI has failed to use Sucker punch plenty of times for me so they definetely dont know which move I am gonna use.

     

    They also know that you are gonna switch but dont know which Pokemon you are gonna switch to. I feel this is done just so that the move pursuit can be used successfully. There are many times AI used ghost moves when I switch to Normal type or Ground moves when switching to Flying types.

     

    Of course this may differ to which battle you are in. Some battles (notably rift) seem to some more unique AI(could be wrong here though).

     

    6 hours ago, MhicKy said:

    The AI reads everything EXCEPT which pokemon you're switching into
    - If the AI sees that your Pokemon has a moveset that can destroy theirs while they don't have any means to retaliate, it will switch
    - If the AI sees it can KO your Pokemon with a priority move, even if not effective (because the AI also calculates how much damage it will do), the it will do it
    - If the AI sees it could KO your Pokemon with a priority move BUT you decide to heal then it will use it's strongest move again
    - If the AI sees you are going to switch then it will use it's strongest move regardless of how much HP your previous Pokemon had, even if it could defeat it with a priority move

    Like I said, the only think it doesn't predict is which Pokemon you're switching into, but it knows you're switching

     

    That's a bit inconsistent then. I managed to get free switches against the same Aegislash on the turns that it used King Shield, and I distinctly remember abusing protect turns of stall mons for free switches too in the past.

    Another case about this is fake-out. For example against Angie's Jynx, it will always fake-out turn 1 regardless of if you switch the slot that it aims or not. The only time it doesn't fake-out is if it sees a kill with another move and is faster.

  11. 1 hour ago, KM_ said:

    I know AI reads items, not sure about moves. However the AI will almost always react the same to a situation. so you can map out reactions while working through a difficult fight. 

    That's the thing, this is the one time when it didn't always react the same way. It was consistently reading my next action in turn 3: switch mon -> Sacred Sword; stay in -> Shadow Sneak. And I know for a fact that rng damage rolls had no impact in this situation.

  12. Usually the way I overcome challenges in this game is through massive trial and error, and that includes reading when the AI wants to switch out, when it's going for a set-up move, when it's going to heal, etc.

     

    I know that the AI has all the info on your team, including items and abilities. However, to my knowledge, the AI never actually reads your moves. That is, until I reached the Melia battle in chapter 15.

     

    The battle starts as follows:

     

    I lead Lapras vs the Hydreigon. My Lapras has Freeze-Dry and Frost Breath, so the AI chooses to switch into Aegislash turn 1, every time. I take the chance to switch into my Rapidash turn 1 as well.

    Turn 2: I Will'O'Wisp with Rapidash. The AI always goes for Sacred Sword regardless of my action, leaving Rapidash at red health.

     

    And in turn 3 is where things get shady: If I choose to stay in with Rapidash and click Flare Blitz, the AI always Shadow Sneaks for the kill. However, if I switch into my Intimidate Salamence, AI always chooses Sacred Sword instead to one-shot it.

     

    Out of all the hours I've dumped into the hard fights of this game, this is the first and only instance where my move choice actually influences the AI's choice.

     

    But then immediately after, AI behaves like normal again. If I sacrifice Rapidash and go into Mence, I can actually burn-stall the Aegislash because it uses King Shield every other turn, and I can cheese it with Protect.

  13. As a few other people have mentioned recently, my game is stuck in daytime regardless of my computer's clock.

    But not only that, it looks like wild encounters that depend on the time of day don't work at all. I can't get any grass encounters whatsoever in route 2 or the wispy path for example, but I CAN get encounters in those same places in the water or fishing, or in any other instance not dependant of the time.Game - 2795 - Thiro - 202h 39m - 14 badges.rxdata

    Edit: The problem solved itself when I started chapter 15.

  14. After I've talked with Anabel in the nightmare world and accepted to travel to Darchlight caves.... They're nowhere to be found. I went to the spot with the closed gate which is where supposedly I should find them next, but they're not there and I cannot pass. Am I missing something or is the game bugged?

  15. Hi! So I'm in the middle of hunting a magnet from wild nosepass at carotos mountain (thank you v13 for getting rid of the only other magnet pre-gdc/west gearen u.u ), and I noticed that repel strats are possible to an extent.

     

    -Numels' max level is 20

    -Slugma's max level is 22

    -Every other mon's max level is 21*

     

    *Not sure for Nosepass, only encountered one at 21 so far.

     

    Is there any documentation on the levels of wild pokemon throughout the game? I figured it would be really useful to ease these 1% encounters, and especially interesting for nuzlockes.

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