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TheRK9

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Everything posted by TheRK9

  1. I doubt we get to steal Lin’s Pokémon, but maybe we get to take back Ame’s…
  2. I don’t think it could be a gauntlet. First off, there are a lot of dev fights (we don’t know how many, but a lot more than the current maximum of 3), and second, pretty much all of the fights seem to be among the hardest fights in the game, being even harder than Lin, the Elite Four and Gym Leaders. So if these were to be fought in a gauntlet, it would be borderline impossible.
  3. Not to be that guy, but why exactly do you want a drowzee?
  4. The prices vary drastically for each card. You can look up what your particular type of card has been selling for in the past, but a lot of it comes down to the quality of the card. Does it have printlines, even edges, is it folded, scratched or faded? etc. etc. If you want to evaluate what a certain valuable card might be worth, you can send it in to a PSA for example, and they will evaluate what the card is worth. Usually 99% of a general collection is worthless, and then there are a few select cards that may or may not be worth a fuckton.
  5. There is no single Pokémon that covers all the options. Hell, just Bronzong survives everything besides Dark type moves, in which case you can use a fairy type. And even in the worst case where Lin has a lead that can OHKO literally every available Trick Room user, as you said, Focus Sash is a thing, and Mental Herb in case of taunt. It’s nice that Amplified Rock isn’t necessary due to the field. And EVEN IF she somehow covers all of those options, which isn’t possible, well, Mimikyu learns Trick Room…
  6. Radomus isn’t a grandmaster, as confirmed by E18 dialogue. I don’t doubt that he enjoys chess, but he used it as a cover to hide his identity from Meteor.
  7. For sure. We don’t know quite what Lin’s team looks like, including her lead, but she can’t really prevent Trick Room from going up. Mental Herb counters Taunt, and sash covers anything else, and New World de-necessitates Amplified Rock. And due to the crazy nature of her field, it is pretty safe to assume that her team will be fast offence.
  8. Ask around in the discord server, you’ll get better help there.
  9. Funny you should say that, I did exactly this a few months ago lol. Except I did it in Reborn, not Rejuv. And I allowed less Pokémon, only counting the gym leaders and rival’s aces (I was only going to do gym leaders at first but it made the early game really boring so I threw in some extras).
  10. I thought so too, but I looked into it and I realised most of the NFE’s with a niche are ruined by the Eviolite/Everstone change, and most of the remaining NFE’s that don’t require an Eviolite to fulfill a different purpose aren’t possible to evolve mid-battle, like Pikachu, Scyther and Porygon2. I think the main practical use would be to use Pokémon that evolve just above the level cap, but even then, you can just use a common candy if you’re playing without a hard cap. So I think this change is ultimately just neat, and not really useful in any significant way. One interesting thing I found is that Wingull is faster than Pelipper, so if you need the extra speed to finish something off, then evolve and set up rain a turn later, so it lasts longer. Again, extremely niche but kind of fun.
  11. Trading away your EXP share, classic. I’m assuming I’m too late to help, but just letting you know this gets fixed in E19.
  12. I haven’t heard of one, but you could try making one if you have the ability to. It seems like a useful mod. There is this mod, which isn’t exactly what you’re looking for, but it rebalances Pokémon to even out the playing field.
  13. While I think it's good, it is going to take a hell of a long time to get used to. I also hope it's well implemented, it might feel a bit wierd if your battle against Taka and ZEL with the intense music is interrupted by a cutscene with "didodido... da, da, da, da, da, da, duuun dun" playing in the background. It also has some interesting implications like using Swalot against Florinia or some of the starters' final forms against Shelly without having to use Common Candies. Or if you wanna get real spicy you can use an NFE that has a niche, before evolving it to fit a different purpose, like killing something with Vigoroth to avoid Truant.
  14. For those who haven't seen, @andracass has made a post in the Dev Blog regarding a bunch of quality of life changes, all of which seem phenomenal. However, I believe some of these features could use some additional tweaks to be even better. These are all suggestions, not complaints, so I hope I don't come across as demanding or rude. Some of my ideas may have already been implemented, but not mentioned, or made redundant due to some other change, but here goes: -Super/Max Repels So we know that Repels were made better. Ame actually mentioned this a few months back on the discord server as well, so it isn't too surprising. However, we only saw that Super Repels were buffed from 200 steps to a doubled 400 steps, but we don't know how long regular and Max Repels last. This isn't really an issue, but if all of the Repel effects were just doubled, this might be a missed oppurtunity to fix a different problem with repels; Super Repels are just better than Max Repels. In vanilla, a Super Repel lasts 200 steps, and costs 700, meaning a repelled step costs 3.5. A Max Repel lasts 250 steps, and costs 900, for an average of 3.6. Max Repels are less cost efficient than Super Repels, which doesn't seem right to me, especially since regular Repels are more expensive than Super Repels at 4 per step. While this difference is marginal, it's still wierd that the only payoff for unlocking better Repels is having to click "yes" on the "Use another Repel?" prompt 25% less often. I think this issue could easily be solved by making Repels, Super Repels, and Max Repels last for 200, 400 and 600 steps respectively, which would bring the cost:step ratio to a smooth 2, 1.75 and 1.5 per step. -Cancelling Repels One issue that is created by having extremely potent Repels is that they might be active for too long. For instance, say you would want to catch a Skarmory. The best place to find those are in the Teknite Ridge. You use Max Repels to make it through the long trek through the Desert and Cave. However, once you finally reach the Ridge, you will still have an average of 300 steps remaining on your Max Repel, and the only way to get rid of it is to run around like a madman until it wears off. This has probably happened to everyone, and it is annoying enough when the repels last for half as long. My solution would be this: If you have a Repel active, and you try to select another one from your bag, you recieve a prompt asking if you want to cancel your current Repel. -Eviolite working like an Everstone This is a great change, but there is an issue with it that applies to other games, but not Reborn (I'm bringing this up becuase Cass said this feature should be canon). So this isn't a suggestion as much as a heads-up. But the issue is that in games with lower level curves and/or where Eviolites are available earlier, a lot of people would use the Eviolite while waiting for their Pokémon to evolve. If I put an Eviolite on my level 27 Torracat, that doesn't mean I don't want it to evolve, it just means it's not able to evolve yet anyways. If I level my Torracat up level 34, but forget to dequip the Eviolite, then I would have to grind another level to evolve it. Again, this isn't an issue in Reborn becuse we get the Eviolite at like, level 80+. -sand dunes don't slow you down quite so hard This also isn't an issue, I just wanted to mention that I didn't realise that this was a feature until now, I just thought the size of the desert caused some wierd lag spikes lol -Glitter Balls OP I kind of like the Glitter Balls, but I also kind of think it makes shinies lose a lot of their value. I am guessing they were implemented to get shiny legendaries, but even then, it's probably just easier to do a ~1/31 soft reset than to buy enough Glitter Balls to actually catch legendaries with. I think the Glitter Balls should work like Beast Balls; they have a phenomenal catch rate on shiny pokémon, but they are terrible on everything else. This would make it more of a challenge to catch strong shiny Pokémon, but it's still dooable due to Glitter Balls being relatively cheap. -Indicator for moves with neutral changes There is an indicator now for moves that are boosted/nerfed by the current field effect, assuming you have the corresponding field notes. This is a really neat feature. However, for the sake of consistency, it would be nice if there was an indicator for moves that are changed in a way that doesn't necessarily make them better or worse, just different (e.g. High Striker moves, Fire type moves on Fairy Tale, Hydro Vortex on Electric Terrain etc.). Just adding a yellow border to those would be fine. I'm also wondering how exactly this is implemented. Does it only affect damage multipliers? Does it affect Status moves that gain additional effects/enchanced boosts? Does it apply to other buffs/nerfs, such as ground type moves in caves, or moves that would change the field? There is a lot that can be considered here, so I'm hoping it doesn't just affect the damge output of moves. -Type-changing moves indicator Similarly, it would be nice if moves that change type on the present field had it's icon changed. So Rock Slide on Icy Field would appear to be an Ice type move. Additionally, moves that become dual typed could be half/half coloured, so Surf on Electric Terrain would be Yellow/Blue and displayed as being both types. This could apply to Nature Power as well. -Field Effect RNG Short-circuit's electric-type attacks now cycle in power rather than being boosted/nerfed randomly, which is nice. Relating to the previous point though, how does this work with the move indicator? Does the indicator change conditionally or just consider it a buff overall? I was also a bit concerned to how the power cycles. I think it would neat if instead of the power scaling, as in getting gradually stronger/weaker before looping, the loop followed less of a pattern, as in first doing 1.5x, then 0.5x, then 2x, then 1x, then 3x, for example. This would preserve the erratic nature of the field, as well as preventing pokémon from hitting multiple extremely powerful/weak moves in a row. This also potentially prevents leads such as Shade's Gengar and Sigmund's Drampa from being too over/underpowered. It would also be nice if this change was made for Big Top Arena as well. I can see why it wasn't, but RNG kind of sucks, so even if it changes erratically, it is still somewhat predictable and possible to play around and would reduce soft resetting until Samson stops whamming me. This would require a change to the Guts/Sheer Force boost, and just giving a flat 1.5x boost across the board is fine. -De-necessitating area-based evolutions We can now evolve Eevee with Leaf Stones and Ice Stones, which is great. Can we do the same thing with Crabrawler, Nosepass, Charjabug and Magneton. If getting Magnezone before Ciel seems too strong that's fine, but at least do the other ones. And like, Ciel has approximately 6 pokémon that can hit Magnezone super effectively anyways, so it's probably fine. Keeping the Apophyll/Alola mechanic in is fine since Apophyll is available earlier and you can still get their kantonian variants, and it makes sense lore-wise. Edit: Ok so I just thought of something super fancy. With in-battle evolutions being a thing, what if e.g. Eevee evolved by leveling up in a battle on Grassy Terrain? Regardless of where in the overworld the battle takes place. This could also apply to the others with Electric Terrain and Icy Field. Keep the stone evo's for convenience but this would be awesome. -Changing Camouflage This one doesn't have anything to do with the Dev Blog post, and also might be invalidated by E19 field changes, but anyways. Camouflage changes the user into set type depending on the current field effect, which is good and makes the move more interesting. However, it's not perfect on some fields. First, it makes the user Normal type on Big Top and Holy. It's not that it doesn't make sense, but it's boring as shit, since that is the same type as Camouflage becomes without a field. So making the user Fighting and Fairy or Psychic (or maybe playing around with dual types, this could apply to the other fields as well, such as Water/Poison on Murkwater) on Big Top and Holy respectively would be more interesting from a gameplay-perspective. Second, it makes the user Dragon type on Rainbow. There isn't an obvious type for Rainbow to become, so Dragon isn't bad, but I think making the user a random type would be more fitting, since that is like half of what Rainbow Field does, and further playing around with this mechanic would be cool. Third, it makes the user Steel type on Mirror Arena. While that makes more sense than every other type (besides maybe ice), it still doesn't really make sense. If Camouflage is used on Mirror Arena, I think it should copy the effect of Reflect Type (and gen 1 Conversion). It plays of the whole mirror thingy a lot more, and makes camouflage a bit more unique. I would also like if Reflect Type raised Evasion upon use, like Reflect, Light Screen and Aurora Veil. So those are my suggestions! Again, all of the new QoL features are amazing, I just saw some potential for additional improvements. Thanks to anyone who read through all of this, and if any devs see this, I would really appreciate if you took it into consideration, and thank you all so much for all the work you put into this game! also cass you properly capitalised like 8 words in the last dev blog update what happened are you ok that's like a new record wow Edit: Also this is on the wrong forum but I didn't know where to put it
  15. It used to be, but more people just use Discord instead. The forums are mostly useful for long posts and wanting things to be archived, such as the dev blog or fan projects.
  16. Did it not work to delete the game and install a fresh copy? It might be an issue with your PC then, I’m not sure. Try contacting one of the devs on discord, they might know.
  17. I just have a mod that allows me to use it if/when I want to, but you might’ve summoned it by pressing F9.
  18. It usually takes longer than a few hours for people to respond on the forums. I’m at school atm so I can’t help you but check out the discord server, it’s a lot easier to get help there.
  19. Debug is a feature in Pokémon essentials (a template for Pokémon fan games which is used by Reborn). It is a sandbox mode, that allows you to do pretty much anything. You can get any Pokémon, items, teleport around the map, battle trainers, etc. etc. Are you playing with any mods? A lot of mod packs include the option to add the debug menu. Don’t worry, you haven’t bugged your game out. If you can’t get rid of the debug option just refrain from using it, it can also appear at the bottom of your pause menu. In general, debug mode is used for testing, compiling files and minimising grinding in challenge runs (nuzlockes, monotypes etc., where optimal grinding could take hundreds of hours).
  20. I'm a bit late but Trick Room has a priority of -7, so even if your Quick Claw activates, it will only make you move before other pokémon that are using moves with -7 priority, of which there are none, so Quick Claw doesn't have any effect. Other means such as Prankster also do not work, since it increases the priority by 1, putting you at -6 priority. The best idea would be to either have a Trick Room setter that can survive, or simply use Wide Guard. As for bulky Trick Room setters, I believe the only available option is Carbink. As for Wide Guard users, there are plenty, though you are locked out of most of them once you reach Agate Circus, including all of the ones that learn it by breeding. A nearby option is Machoke, which can be found on Route 2. If you evolve it with a Link Stone, and teach Machamp Wide Guard at the move relearner, you should be fine.
  21. Re downloading the game typically fixes this, your save file is untouched if you do so.
  22. Pokémon Reborn uses Gen 4 Berry Mechanics, although there might be some tweaks. I don't know if there is a guide somewhere, but most of the Bulbapedia article should apply. In general you want to keep your plants watered, as it increases the yield. Reborn also doesn't have repeatable methods to get mulch, so you cannot use those, unfortunately. As for where you can grow berries, there are some spots in the Aventurine Forest on Route 1, and once you've restored the city some much more convenient spots in Lapis Ward (where the Aqua Hideout used to be), South Obsidia Ward (once the slums are renovated) and the Malchous Forest. You can buy the Wailmer Pail from the Sweet Scent shop in Lapis Ward, and the berries themselves from a few different places, including all of the soil spots and the Obsidia Department Store. You can look up where to find everything in this item guide.
  23. Hey, While items being locked out by being sold/traded away isn't a bug per se, the devs consider it an issue and are fixing most of it in E19. You should probably just use debug to hack a mushroom in, considering it being unavailable is unintended. In vanilla you can also get it with Pickup, but the Pickup table is different in Reborn so that won't work either.
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