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Yellow again humanoids!
In the main thread I said I was gonna add Field Effects, so I wanted to show some custom ones I have made so far;

 

I have been slowly adding the ones In this list to the game, there's still some things that don't work properly, but that is a problem for future me 😜
 

Spoiler

    1. Grassy Field [GF]
    2. Forest Field [FF]
    3. Forest Fire Field [FFF]
    4. Burning Field [BF]
    5. Electric Field [EF]
    6. Library Field [LF]
    7. Misty Field [MF]
    8. Psychic Field [PF]
    9. Water Surface Field [WSF]
    10. Underwater Field [UF]
    11. Floating Island Field [FIF]
    12. Open Air Field [OAF]
    13. Light Forest Field [LFF]
    14. Dark Forest Field [DFF]
    15. Cave Field [CF]
    
    
    xx :  Swamp Field
    xx : Corrosive Mist Field
    xx : Toxic Water Surface
    xx:  Frozen Field
    xx : Earths Core
    xx : Heated Cave
    xx : Vulcanic Field
    xx : Graveyard Field
    xx : Haunted Field



The new ones compared to Reborn and Rejuv would be:
Forest Fire, Library, Floating Island, Open Air, Light Forest and Dark Forest. 
The first gym leader is gonna use one of these, good luck guessing which one.

For Dark Forest, probably one of my favorite so far, it does this:
 

Spoiler

[  ]----------------------------------------------------------[ 14 ]
               Dark Forest Field
[  ]----------------------------------------------------------[DFF]         
                  "Monsters hide in the darkness"

*    Cursed Body has doubled activation chance (30% >> 60%)

*    Shadow Shield is activated

*    Prism Armor is de-activated

*    Justified boosts attack by 1 on entry

*    These abilities won't work unless the user is dark type:
        Magic Guard    Magic Bounce

*    Multitype and RKS System will turn the user into a Dark type regarless of held item

*    Dark-Type moves are boosted by x1.5

*    Dark-Type moves ignore stat changes

*    Fairy-Type moves are boosted by x1.2

*    Grass-Type moves are boosted by x1.25

*    Psychic-Type moves decrease in base power x0.5

*    These moves stat changes are doubled:
        Parting Shot    Memento

*    Geomancy stat boosts are halved

*    These moves have 85% accuracy:
        Dark Void

*    Pursuit damage is doubled

*    These moves have decreased effects:
        Fleur Cannon (now lowers Special Attack by 3 stage)
*    These moves have increased effects:
        Nasty Plot (now only increases Special Attack by 3 stage)

*    These moves heal 75% HP:
        Wish    Synthesis    Moonlight

*    Nature's Madness deals 75% damage from 50%

*    These moves also activates Lock On effect on the target:
        Forest's Curse

*    These moves turn the field into Light Forest and gain a power boost (x1.3):
        *Fairy-Type moves (use twice)

*    Nature Power becomes Dark Void                               

*    Camouflage turns the user into a Dark Type                   

*    Secret Power may lower accuracy

*       Activates Magical Seed:
        *Gives +1 Atk, Sp. Atk and Speed
        *Gives Focus Energy to the user

 

If you want to see others, just tell me I'll post them too.

Anyway, another mechanic that I actually have yet to add, but have a lot of ideas for, is based on Field Effects and Natural Objects from Gen 6, 
for those that don't know, Natural Objects, are things that would sometimes appear randomly in the background of some fights.
When using specific moves, you would get a berry or item at the end of battle once you broke them.

The new mechanic I am making will be both that AND field effect related, they are called Field Objects, here's an example:

 

Spoiler

    1. Speakers Object [SO]
    2. Spiderweb Object [SWO]
    3. Ice Stone Object [ISO]
    4. Mossy Stone Object [MSO]
    5. Acid Tank Object [ATO]
    6. Whirlpool Object [WO]
    7. Pot of Gold [PoG]


Speakers Object:

> Boost Sound Moves by x1.2
> Sound Moves become part electric type
> Activates Throat Spray and Metronome on entry

> Boomburst, Overdrive and full power Echoed Voice break the speakers

Spiderweb Object:

> Raises Speed of bug mons by 1 stage on entry
> Can't switch out unless airborne/bug type
> -1 prio for all physical moves not made by a bug type pokémon

> Destroyed by flying and fire type moves


The basic premise is:
Does a maximum of only 3 things + always has a method to be destroyed.

<o/
The end folks.

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6 minutes ago, BIGFriv said:

Yellow again humanoids!
In the main thread I said I was gonna add Field Effects, so I wanted to show some custom ones I have made so far;

 

I have been slowly adding the ones In this list to the game, there's still some things that don't work properly, but that is a problem for future me 😜
 

  Hide contents

    1. Grassy Field [GF]
    2. Forest Field [FF]
    3. Forest Fire Field [FFF]
    4. Burning Field [BF]
    5. Electric Field [EF]
    6. Library Field [LF]
    7. Misty Field [MF]
    8. Psychic Field [PF]
    9. Water Surface Field [WSF]
    10. Underwater Field [UF]
    11. Floating Island Field [FIF]
    12. Open Air Field [OAF]
    13. Light Forest Field [LFF]
    14. Dark Forest Field [DFF]
    15. Cave Field [CF]
    
    
    xx :  Swamp Field
    xx : Corrosive Mist Field
    xx : Toxic Water Surface
    xx:  Frozen Field
    xx : Earths Core
    xx : Heated Cave
    xx : Vulcanic Field
    xx : Graveyard Field
    xx : Haunted Field



The new ones compared to Reborn and Rejuv would be:
Forest Fire, Library, Floating Island, Open Air, Light Forest and Dark Forest. 
The first gym leader is gonna use one of these, good luck guessing which one.

For Dark Forest, probably one of my favorite so far, it does this:
 

  Hide contents

[  ]----------------------------------------------------------[ 14 ]
               Dark Forest Field
[  ]----------------------------------------------------------[DFF]         
                  "Monsters hide in the darkness"

*    Cursed Body has doubled activation chance (30% >> 60%)

*    Shadow Shield is activated

*    Prism Armor is de-activated

*    Justified boosts attack by 1 on entry

*    These abilities won't work unless the user is dark type:
        Magic Guard    Magic Bounce

*    Multitype and RKS System will turn the user into a Dark type regarless of held item

*    Dark-Type moves are boosted by x1.5

*    Dark-Type moves ignore stat changes

*    Fairy-Type moves are boosted by x1.2

*    Grass-Type moves are boosted by x1.25

*    Psychic-Type moves decrease in base power x0.5

*    These moves stat changes are doubled:
        Parting Shot    Memento

*    Geomancy stat boosts are halved

*    These moves have 85% accuracy:
        Dark Void

*    Pursuit damage is doubled

*    These moves have decreased effects:
        Fleur Cannon (now lowers Special Attack by 3 stage)

        Nasty Plot (now only increases attack by 3 stage)

*    These moves heal 75% HP:
        Wish    Synthesis    Moonlight

*    Nature's Madness deals 75% damage from 50%

*    These moves also activates Lock On effect on the target:
        Forest's Curse

*    These moves turn the field into Light Forest and gain a power boost (x1.3):
        *Fairy-Type moves (use twice)

*    Nature Power becomes Dark Void                               

*    Camouflage turns the user into a Dark Type                   

*    Secret Power may lower accuracy

*       Activates Magical Seed:
        *Gives +1 Atk, Sp. Atk and Speed
        *Gives Focus Energy to the user

 

If you want to see others, just tell me I'll post them too.

Anyway, another mechanic that I actually have yet to add, but have a lot of ideas for, is based on Field Effects and Natural Objects from Gen 6, 
for those that don't know, Natural Objects, are things that would sometimes appear randomly in the background of some fights.
When using specific moves, you would get a berry or item at the end of battle once you broke them.

The new mechanic I am making will be both that AND field effect related, they are called Field Objects, here's an example:

 

  Hide contents

    1. Speakers Object [SO]
    2. Spiderweb Object [SWO]
    3. Ice Stone Object [ISO]
    4. Mossy Stone Object [MSO]
    5. Acid Tank Object [ATO]
    6. Whirlpool Object [WO]
    7. Pot of Gold [PoG]


Speakers Object:

> Boost Sound Moves by x1.2
> Sound Moves become part electric type
> Activates Throat Spray and Metronome on entry

> Boomburst, Overdrive and full power Echoed Voice break the speakers

Spiderweb Object:

> Raises Speed of bug mons by 1 stage on entry
> Can't switch out unless airborne/bug type
> -1 prio for all physical moves not made by a bug type pokémon

> Destroyed by flying and fire type moves


The basic premise is:
Does a maximum of only 3 things + always has a method to be destroyed.

<o/
The end folks.

What do you mean by Nasty plot only increases by 3 stages? It says it's a decreased effect so did you actually mean 1 instead? 

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1 minute ago, Michael_ said:

What do you mean by Nasty plot only increases by 3 stages? It says it's a decreased effect so did you actually mean 1 instead? 

Actually meant it as increases by 3, my bad.
It's meant to be a positive, from 2 to 3 SP Atck boost.

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Hello again humans, non-humans, and humanoid creatures!
Hope you have been safe in this time of quarantine.

Just wanted to give some small updates, nothing much;

In-Battle Item Restrictions:
 

Spoiler

I know that a lot of people here dislike using in-battle items, to the point of there being a mod for Reborn that bans their use all together,
Well, I made the next best thing, a soft-item restriction:

     

        If the enemy trainer has 2 items, you can only use 2 items too.
        If the enemy trainer has no items, you can't use items either.
        etc etc etc etc...

Of course this doesn't take effect in wild battles, so you can still catch Pokémon, don't worry.
This is my middle ground between full item ban, and not banning them at all.
I think it might be better this way personally, but its not like the game won't be up for modding if people really want to make an item ban mod.


Region map update:
 

Spoiler

unknown.png


And also:

 

Spoiler

AUrOChO.png


We aren't too far from an alpha now.
It won't be too long, 1 gym long, probably 30-40 minutes of playthrough.
It's mostly for me to see if things are functional, so don't expect anything awe inducing.

I will most likely ask here if anyone is interested in testing eventually.
But for now:

Don't forget to wash your hands.

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4 minutes ago, dnjdndf said:

Does the item lock depend on the difficulty mode chosen or for all difficulty?


All difficulties as of right now, but if it becomes too much I will make it only a Hard and Extreme mode only thing.

 

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To the surprise of everyone, everything looks real nice so far and hopefully there won't be as many delays as the last two attempts

 

:GWchadThink:

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This is interesting i'm quite exited for it. My thoughts:

 

For the the item limit, I have actually thought of this before for a Pokemon game, limiting the player to x amount of items in official battles. The problem i see that could happen would be getting soft locked in the later difficultly if you played wrong, but that's more player problem.

 

  Region Map update looks awesome, The maps is expansive especially for only 10(ish) gyms, so the question I have is how long do think the story is going to be? Something like reborn or rejuvenation length or more like insurgence length.

 

How linear is the game? Will there be different endings and events happening depending on the player choice?

 

  I'm very happy with the difficulty levels as i generally chose the hardest difficultly when play a game. I was wondering if there would be in game benfits to choosing extreme mode? some like just getting access to ev/iv training a little bit early or something like that. 

 

Will your release a list of changes to Pokemon and move sets? like dryano did.

 

Overall Game looks great already, Hope development goes well.

 

  

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On 4/21/2020 at 12:28 AM, FateVoid said:

  Region Map update looks awesome, The maps is expansive especially for only 10(ish) gyms, so the question I have is how long do think the story is going to be? Something like reborn or rejuvenation length or more like insurgence length.

 

How linear is the game? Will there be different endings and events happening depending on the player choice?

 

 


Probaly Reborn/Rejuv size, it might be a bit linear in some aspects, but I hope to make sure some events happen totally differently based on choices.
I have a decent idea of what events will take place in the game, but when it comes to player choice I am still working on that, right now I only have ideas for minor choices, not big ones yet.
It's my 5th attempt at making the region map to try to make it less linear, I added a bunch more routes that connect to each other so that you can circle around the region.
Before I only had 1 way to follow along through the region, which made it extremely linear until you got Fly.
 

On 4/21/2020 at 12:28 AM, FateVoid said:

  I'm very happy with the difficulty levels as i generally chose the hardest difficultly when play a game. I was wondering if there would be in game benfits to choosing extreme mode? some like just getting access to ev/iv training a little bit early or something like that. 

 

Will your release a list of changes to Pokemon and move sets? like dryano did.

  


I haven't considered any benefits to picking Extreme Mode yet, but I might consider adding a lucky egg and maybe the ev training items around the 2nd gym.
I will also release .txt files with all the changes to moves, abilities and Pokémon. (and everything else)
 

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Hello everyone! 
We almost have a alpha, or for you it would be a beta(?) build out.
It's just 1 gym and a couple side-quests, nothing too shabby.

fmB3bvg.png
Updated the front page with this, so the progress is now real.
🙂

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Hello everyone!
After 5 long years (more or less), I have finally something I want to show people!
It's a small 1 gym long demo, nothing much.
In a certain way its just a tech-demo for me to test mechanics.
Hope you like it:

[New link in the thread on Page 1]

Also! Join our discord if you want help or want to talk with other people:

https://discord.gg/9TTks3V

We are located in the same server as Pokémon Axis (btw, you should also play that fangame wink wink nudge budge)

Thank you 🙂

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Yoo Big man, just finished playing the demo. Just wanted to say that it runs smooth and looks amazing. keep the quality up and I'm sure it will grow to rival other big fangames

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On 6/27/2020 at 10:01 PM, Juvath said:

Yoo Big man, just finished playing the demo. Just wanted to say that it runs smooth and looks amazing. keep the quality up and I'm sure it will grow to rival other big fangames

Thanks!

Hope more people give it a try, I need more feedback, but so far so good!

Anyway, I made a bug fix patch:
If you already have downloaded the game, us this:
https://drive.google.com/file/d/1la8y-F0t29pSwor7L4-mqGDJ-Ptd2Tcx/view?usp=sharing

If you haven't yet, use this:
https://drive.google.com/file/d/1hbCLRe6eCdRIOAmxeszU_NQZWqydcnn9/view?usp=sharing

Thanks to everyone : )

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On 6/26/2020 at 9:46 PM, BIGFriv said:

Hello everyone!
After 5 long years (more or less), I have finally something I want to show people!
It's a small 1 gym long demo, nothing much.
In a certain way its just a tech-demo for me to test mechanics.
Hope you like it:

[New link in the thread on Page 1]

Also! Join our discord if you want help or want to talk with other people:

https://discord.gg/9TTks3V

We are located in the same server as Pokémon Axis (btw, you should also play that fangame wink wink nudge budge)

Thank you 🙂

Cant wait to try it. Thank you for your hard work

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Updated main thread with a new bug fix patch:

 

Minor Bugs:
-> Fixed issue with stat changes overlay
-> Fixed a issue with Turbulence ability 
-> Fixed bug with Emilys event outside of gym not working
-> Weak mons disobey orders

Please download the Core first, and then patch with these!

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Added new patch to the main thread:

 

[RAR] Core:

https://bit.ly/RARDivulgence
[RAR] Patch:
https://bit.ly/RARDivulgencePatch

[ZIP] Core:
https://bit.ly/ZIPDivulgenceCore
[ZIP] Patch:
https://bit.ly/ZIPDivulgencePatch

Spoiler

Added:
-> Protein items now can give you enough EVs until you reach 252 in the desired stat
-> Decreased Woobats base Happiness from 70 to 50
-> Animations for:
    -> Water
    -> Flowers
-> New PC UI
-> New Continue screen UI
-> New Bag UI

Major Bug:
-> Fixed crash that would sometimes happen when opening the trainer card
    -> If youre on an old save file, talk to the Shadow Man on the Connal Towns Pokecenter!

Minor Bugs:
-> Made Route 2 and 3 encounters be higher level 
    -> This is mostly for balancing and to flatten out the lvl curve a bit, and for easier exp
-> Lowered the max level of Combee (honey tree Pokémon), from lvl 32 to lvl8
-> Updated Cubchoos dialogue on the Craomaid Clearing
-> Chopper no longer looks at the player when staring at the TV
-> Fixed Gym Puzzle not being completable if you arent facing the correct way
-> Fixed a house in Connal Town teleporting an NPC around if you stay inside for too long (time of day event)
-> Losing to Emily should no longer cause Pokécenters heal you the moment you enter them
-> Got rid of bumping noise when you go inside lab with dad and take too long to skip text (i think tbh not sure, no easy way to fix this)
-> Changed what Emily says when you lose to her
-> Added some more maps to the list of maps you can see yourself in the Region Map

 

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