Jump to content

erikabyte

Veterans
  • Posts

    40
  • Joined

  • Last visited

 Content Type 

Profiles

Forums

Events

Reborn Development Blog

Rejuvenation Development Blog

Starlight Divide Devblog

Desolation Dev Blog

Everything posted by erikabyte

  1. Wow wild about the spoiler fight. I had to reset a ton there during my intense run and never saw that- what a neat shiny. Still your reasoning makes sense and it is why I feel like I am chasing my tail trying to grind for it. I'd call it if it weren't for the fact that the shadow pokemon have the shiny sprite, and I can't see why they would have it if they can't be a shiny pokemon.
  2. I did know about the rift den shiny pokemon, but I appreciate the response ^.^
  3. Been soft resetting to see if I can get a shiny shadow pokemon and one hasn't shown up yet. Looked through old forum posts and saw one that had Jan saying because shadow pokemon were predetermined they couldn't be shiny. however that was a way old post and from what I could find in a newer one said that nothing in the game was shiny locked. There is also the fact that in the graphics files for sprites all the shadow pokemon have shiny sprites as well. Just want to make sure I'm not wasting my time, can anyone confirm or deny that shadow pokemon can be shiny. In particular the vanillish you get from snagging in the xen grunt fight in caratos mountain. thanks
  4. Odd, because the other rift dens behave correctly for me. Still thanks for the reply.
  5. unlike other rift dens on route 4 when choosing not to fight the first pokemon and saying no to clearing the den to see what the second pokemon will be, the game instead clears the den. I've tested other dens and they work just fine, it appears to only be this one, which becomes an issue when trying to catch a ditto. bug is viewable in this gif I captured. https://i.gyazo.com/47d15d01aa8ef04bc4ad82cb6afbe3b2.mp4 just wondering if this is something other people have experienced, I have also made a bug report in the google sheet.
  6. Just curious if there is a resource or way in game to look at what A. Misdreavus learns so I don't miss out on a potential move before evolving it like with the normal form.
  7. Just a quick question. So Venam just showed up on terajuma island and during the conversation with Melia mentioned some sort of engineering thing you could help her with. I went and looked around the island that I have acsess to (right before the sky trial) and didn't see anything I could do. I'm just a bit paranoid about missing out on side content so I thought I'd ask here.
  8. Might be a stupid question but the Gearen sewers that geodude can be found in would be the same abandoned sewers in the early game correct? Just been running around for a bit after finding mankey in the park and have yet to run into a geodude and was wondering if I was in the wrong place possibly. Just took a while to show up
  9. Unless jan had this planned out when v12 came out I'd be highly suprised if it was the case. But who knows what it will end up being.
  10. I think this could all be refering to something Jan said in an old dev blog post about there being a special suprise for v13 due to the long wait. He did say it would be secret and this could all just be a teaser for it. I could, of course, just be misremembering or really far off base.
  11. I mean the release depends entierly on how beta testing goes. It's easy to say the first phase took around 25 days so closed beta will take that long, and I certinally hope that is the case. It's just good to remember that unexpected stuff can come up.
  12. Internal testing was going on, but I wager closed beta testing is a whole different affair. Still we can all dream for a release soon (god please I can't wait to play v13), but my guess would be an end of July release like the other poster guessed.
  13. Torn between hype as hell for a (possible) release soon for v13, and keeping myself in check saying it'll be here when it'll be here lol. Regardless the art looks fantastic as always, and your and all the devs work is super appreciated.
  14. Just finished my run through of the demo and I enjoyed it quite a bit. I come from the perspective of an avid fire emblem fan and other tactics like games such as luminous arc and much like the other poster I found this to be a more active and refreshing take on the genre. tackling different aspects one by one: gameplay- As I briefly mentioned it is a refreshing thing to be a more active participant in a tactics/jrpg/strategy game rather then just pushing a button and hoping all goes well. Making use of the cardinal direction wait system for defensive/parry benefits also was a nice addition. I'm going to make the assumption that if you are being attacked from behind that you are not supposed to be able to double tap the crits to negate them fully in order to make sure the player receives some damage and can't just run roughshod through the game if they have fantastic timing. or I just need to git good :shrug:. regardless the "rhythm" combat as the other poster put it feels good to execute, especially when the blocks are smaller in size, and not overly punishing. moreover it gave me the motivation to get better at the system- as opposed to something like fire emblem where you kind of just sigh and restart when getting hit by a 1% crit. I guess another shorter way of putting it is the gameplay feels interactive and in a good way. I can only assume that my already high opinion of it will only be higher when as a player I can have more depth with class and (possible?) weapon systems. I am interested to see how level ups will factor into the game design as you have seem to made the approach of having the player being more active, not that having a little bit of rng is a bad thing, just purely curious to see what kind of system is adopted. music- I wouldn't expect anything different as reborn's music is excellent but I found SD's music to be fitting and well used. Maybe its just because I played this late into the night and didn't notice because tired brain, but a way to possibly improve further is to add a "b track" of sorts to switch to while in combat that is a little more faster tempo rather then keeping the same track playing. It could go even further to have different variations for bosses and defending and attacking. Granted I understand fully this is a first look demo and you may already have plans along these lines. Art- the background/battlemap is beautiful and it looks like a lot of love and time went into it. The character art is done well and helps to bring the characters to life giving them a style and substance to set them apart. story/writing- I found the story engaging and the writing helps to give it that edge. The story was dark but gripping and the darkness of it helped to sell the stakes and keep me invested to see the demo through. there were a lot of nice little touches that I noticed when I accidentally exited out of the save menu and loaded an auto save to finish off the boss again- things like all the different boss conversations, and even different dialogue when the boss is defeated by different people. as well as (his name escapes me) when the pet guy and his companion are separate or together they have different escape dialogue as well. UI- this is where my only real gripe lies and its a small one. Again this may have more to do with me playing late at night, but the menus did feel a little clunky to navigate. it also felt like some things took a couple of confirmations like attacking or selecting arts to use, but then a single button press after opening the item menu will use an item. overall its not a bit deal and with some time I got used to it, and really its to be expected with any new game experience. Overall I'm very excited to see where the project goes and can't wait to play more of it! oh also on my run through everything seemed to run smooth as best I could tell, nor did I run into any bugs or issues.
  15. ah thank you that answers my question!
  16. Take all the time you need and know that whenever both parts of v13 come out that it'll be well worth the wait. I know, that at least personally, it never bothers me how long the wait is because it just means a quality and well loved product is being produced. not to mention its always good to take care of oneself and others mental and emotional needs when building something. I hope you all are able to stay safe and healthy as best you can! if I can ask one question though, is I believe in a previous post or maybe back when there was a megathread there was mention of the mega ring being given to the player at some point as well as more megastones being made available to the player throughout the story. Is that still content planned to be added in v13, and if so which part?
  17. Vanilluxe crest: -one possible idea is because its got kind of the two head thing going on is that it's ice type moves have a higher chance of freezing the target while hail is up. I don't know if doubling it would be enough or raising it by a flat amount, so like either shifting ice beam and blizzard (and other ice moves) to 20% to freeze or giving them a flat boost of like 20/30% to 30/40%. Because that may or may not be enough there could also be an increase in vanilluxe's special moves damage against frozen targets by like 1.2 or something. I like this idea because I feel like the frozen status effect is something that is underutilized -especially in comparison to burn sleep paralyze and poison- and it would give vaniluxe a unique niche as a support or status inflictor that ice types don't really have. -another possible idea is giving the player the option to mix and match two of its three abilities giving it multiple different playstyle options. having weak armor and ice body for example gives it a healing option after taking damage to get faster. I figure this could be kind of a nightmare to program so it may not be viable. -I'd also second @Balthazar_Fang's idea about having an ice solar power of giving a 1.25 boost to special attack in hail in exchange for 1/8th or 1/16th hp. Frosmoth crest: Since it has an ability to alleviate some of its defensive troubles already I would also give it a moxie like ability but for speed, or just giving it speed boost as an ability option to give it more viability in its speed tier. Froslass crest: outside of other ice type form switchers (eiscue and G. darmanitan), weavile, and slush rushers (beartic and A. sandslash) froslass is one of the fastest ice types but that is all it has going for it. in response I would either: -reinforce that playstyle by giving it a modifier that if it goes first its special type moves are given a damage boost 1.25/1.5 in power allowing it to hit harder. -buff its role as an evasion mon by again saying that if it is the faster Pokémon maybe it has an extra evasion stage giving it more synergy with snow cloak, while still giving it counters in things that are either really fast or are hyper accurate/can't miss.
  18. https://pokemon-reborn.fandom.com/wiki/Lists_of_TMs_and_HMs According to that list thunder is not available as a tm.
  19. Yeah i can trade you a corsola. I know you can also find an event corsola on apochrpyl beach up north twoard the small cave when its raining there, pretty sure you just need a pokesnac. Im not sure if thats possible after city restoration. What is possible as well is post city restoration with azurine lake back to being surfable there are dive spots with houses underwater and there is a chance to encounter corsola there.
  20. Cheers dude. Have fun with the rest of the game
  21. im online and ready to send the trade request
×
×
  • Create New...