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V13 Discussion Thread


Jan

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I have a question about Version 13. I remember when Pokemon Desolation E5 had that issue where the moves of a pokemon would be different due to the change of the move ID. I'm assuming that this happened because gen 7 was added.

 

Since V13 is adding gen 8 Mechanics which of course includes new Pokemon and new Moves, is there a chance that something like this might happen again ?

 

I'm asking because i'm doing a custom run with Keldeo on intense mode. And i don't want it to lose secret sword because of a move ID change.

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  • 4 weeks later...

It's a possibility, though it's entirely impossible to tell if it'll actually happen until the game is in our court. The Devs. do try their absolute best to kick all of the bugs out of existence by the time the community release is out, but there have been things that slip through the cracks before (decidueye learning Steam Eruption instead of Spirit Shackle in V9, for example). We'll see how it goes when the time comes.

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For what it's worth, the 'mon doesn't exist in the game's code doesn't mean that it's lore can't be trickled into the game's world- most of the Devs. for RBY had expected something like that to happen with Mew, even. 

 

My concern is how the two parts of Calyrex's identity work here. It does fit in nicely with the Badlands' story beats if you focus on its ability to make plants grow from otherwise barren land ruined by supernatural means (thanks, Spectrier...), but that's secondary to its status as an ancient king... and I highly doubt that the Devs. haven't already determined who and what all of the ancient kings are by now. Calyrex demands to be part of an ancient history that might not have much room for it...

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  • 2 weeks later...
6 minutes ago, manishgautam_yt said:

Can we expect v13 to play before 2020 ends 

according to jan's tumblr it's unlikely, though he said it should be testplayed before the end of 2020, so we can expect it early 2021 i think

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Will Galarian Slowpoke be released in V13? This is my favorite pokemon from galar (as well as Sirfetc'd and Obstagoon) and i would really love to train one... Spork that already added gen 8 hasn't implemented it yet and also says something like it follows Rejuvenation's development; whatever that means. Are we getting the entire gen 8 roster (minus legends/myths of course), or it is going to be implemented in chunks?

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25 minutes ago, Kenneth said:

Will Galarian Slowpoke be released in V13? This is my favorite pokemon from galar (as well as Sirfetc'd and Obstagoon) and i would really love to train one... Spork that already added gen 8 hasn't implemented it yet and also says something like it follows Rejuvenation's development; whatever that means. Are we getting the entire gen 8 roster (minus legends/myths of course), or it is going to be implemented in chunks?

maybe it's not my place to answer this but jan said in the ask questions thread that he'd add dlc mons eventually, whether in a v13 patch or in v14

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  • 3 weeks later...
  • Global Mods
On 11/11/2020 at 10:52 AM, \/agrant said:

maybe it's not my place to answer this but jan said in the ask questions thread that he'd add dlc mons eventually, whether in a v13 patch or in v14

jan did say that v13.5 will have the isle of armor and crown thundra DLC

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  • 4 weeks later...

(I ain't dead, just lurking)

I had this idea for a while but never actually posted here but what if we had a "balanced" setting were every Pokemon encountered, both wild and trained, would always have 31 IVs in all stats?
It's just my opinion but I think IVs are a massive waste of time.. I get the existence of EVs and Nature since they can dictate a Pokemon's build, EVs have a maximum limit in total and for each status which makes proper distribution important and Natures have both a pro and a con so choosing a Nature that would benefit a Pokemon without hindering them is a must but IVs are just dumb since you can get a Pokemon with 31 IVs in everything anyway, there's no limit, there's no pros and cons, you can just get everything perfect anyways it just takes a long a** time..

I just realized that I probably spent half the time I played this game just hatching eggs to get that Pokemon I needed just to clear one gym leader and never use it ever again (*cof cof* Steelix *cof cof*).. I feel like this is a must specially for games like Rejuvenation and Reborn were changing team composition depending on the gym leader is a common thing.

If anyone is up to making a mod like this that would be great too!

Edited by MhicKy
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Regarding the mechanism by which players change their difficulty level: currently, players get one free change, and every change after costs a couple shards. After a certain point in the game, the player loses their ability to change their difficulty level (excluding Debug, but you know what I mean). 

 

Is there an overall benefit to this system over giving the player more freedom, or even ultimate freedom, i.e. allowing them to change their difficulty level for free nearly whenever they want (or just when they're in a Pokemon Center)? This is what I want to discuss, and I'm not sure that the answer is yes. 

 

It seems the main arguments for the current system are that we don't want to make things too easy for or spoil the player, we want the player to choose their difficulty level wisely and experience the consequences of their decisions, and by taking the difficulty changing mechanism away after a certain point, we want the player to stick with the difficulty level they chose and challenge them to complete the rest of the game that way. And I completely understand these arguments - I enjoy doing restrictive challenge runs and playing intentionally difficult games, and there definitely is such a thing as giving too much to the player.

 

It may be more helpful to look at the reverse question. Suppose that this whole time, players could change their difficulty level whenever they wanted for free, and this was the norm that everyone was used to. Then suppose that you asked everyone, "Would Rejuvenation be a better game if after your first change, you had to pay for it, and after a certain point you couldn't change your difficulty level anymore?" I suspect most people would say no. Of course, this is natural as obviously people don't like having capabilities taken from them, but isn't the ultimate goal to maximize playerbase enjoyment?

 

The motivation for this is that players quitting the game out of difficulty-related frustration is not ideal. Of course, you can't (and probably even shouldn't) cater to everyone. But would the player be hurt by being given additional freedom in changing their difficulty? I don't think so. If they wanted to challenge themselves, they would just not change their difficulty level. And is a player who never changes their difficulty hurt by other people having more freedom to change their difficulty? Again, I don't think so. 

 

Curious to see what others think about this subject. Regardless, thanks to the devs for all of the hard work - Rejuvenation is a fantastic game and I'm looking forward to V13! 

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I wouldn't put this in the same category as difficulty since I just wish there was an option to disregard IVs..

Like I said above, I think they are a dumb waste of time.. Like, you could play whichever difficulty you want with or without the "balance setting" (THe name I used it) and I can guarantee you most people would use that setting if it was a thing, no one likes to waste hours to get that perfect IV pokemon just to have a shot at a gym and never use that pokemon ever again.. I had a couple like that, I said as a joke "*cof cof* Steelix *cof cof*" because I just used him ONCE at the FLying Gym and never bothered to use him ever again yet spent hours building him for the single purpose of changing the field in the very first turn, that was all..

Whether Jan decides to do this thing or not is up to him, it's his game and I am not imposing this but I wish someone out there made a mod for this in case he decides to rule against this idea, the only way is to use debug mode which I feel uncomfortable with.. This would also make Nuzlock more viable since the pokemons you catch on each route would already be up for competitive.

Edited by MhicKy
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  • 3 weeks later...
3 hours ago, SadMoney said:

I wonder how level up movepools will be affected in V13. 

 

Most of the Gen8 movepools are bare bones, and lacking without TMs or RMs whatever you call them

They'll probably just add moves to the movepools. I doubt they'll remove any moves.

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15 hours ago, DBA said:

They'll probably just add moves to the movepools. I doubt they'll remove any moves.


Yeah I think that's how they will do it, Gen8 is "meh" at best not only on movepools so..

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I don't mind IV's. If you pick your strategy well, they become irrelevant. If you are really nitpicky, you can spend hours grinding up a pokemon if you wish.

 

Usually in a playthrough like this, you will have 12-20 pokemon on your squad trained up to handle any event. Get creative, dont just grind.

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