HugAKitten 0 Posted May 25, 2014 Share Posted May 25, 2014 Hello everybody! I just finished my first play-through of Pokemon Reborn and really loved it! Thanks so much to everyone who's worked on it! I did find a few maybe-slip-ups (at the very least differences between this game and the main series ones) though that I wanted to alert the developers to. I hope this is the right sub-forum for this? Anyway, these are the things that I couldn't find reported elsewhere on this site. I'm playing whatever version of the game was most current 6 days ago (5-18-2004): When a Pokemon faints, the timing for when its replacement is sent out differs in this game. Ordinarily you don't send out a new Pokemon until the end of the turn, after end-of-turn effects trigger, but in Pokemon Reborn you send out a replacement immediately. This means that if you go first and kill yourself somehow, the opponent will hit the new Pokemon with their selected move, whereas normally the move would execute before a new Pokemon was selected to be sent out (failing if the move required a target). Also this means that the replacement Pokemon you send out will be hit with end-of-turn effects (leftovers, poison damage, toxic orb, leech seed moody, etc.) before they get a turn, whereas normally they would not be. This difference isn't huge most of the time (except in double battles), but it threw me off quite a few times after playing so much on Pokemon Showdown. The move thunder wave doesn't properly trigger the volt absorb ability. I observed this both with volt absorb itself and tracing volt absorb. I also saw the same is true with lightning rod, though this one I only observed by tracing it. My suspicion is that whether traced or not, t-wave fails to properly trigger all 3 of volt absorb, lightning rod, and motor drive. I haven't been able to check, but by extension I'd also guess there's a chance that will-o-wisp fails to trigger flash fire? Regenerator itself works, but when traced it incorrectly does nothing. My guess here is that the Pokemon tracing it loses the ability on switching out before it triggers? If that's what's going on, then this problem might also occur with tracing natural cure, though I haven't checked. One of the trainers in 7th street has a fish thing that knows final gambit, and that move acted strangely when the fish used it. My Gyarados went first and hit it down to just a sliver of health, then it used scary face. Next turn it used final gambit, and Gyarados lost 1 HP (which could possibly have been how much HP the fish had left; I'm not sure), but then the fish didn't faint. Gyarados went afterwards and killed it. This one could just be meanie sampling bias. I think the current crit mechanics are a hybrid of the gen 5 and gen 6 mechanics? Critical hits seem to do 1.5x damage (gen 6) but the probability of scoring one seems to use the gen 5 calculations (http://bulbapedia.bulbagarden.net/wiki/Critical_hit explains the differences). I base this on using focus energy with my double-kick Combusken only resulting in 8/37 crits after the boost (close to gen 5's expected 25%, whereas in gen 6 it's an expected 50%). The leader of the Magma gang had no in-battle sprite either time I battled him, or at least it didn't render. Right after saving Luna, I'm struggling to remember the exact wording, but there was definitely a typo in one of her lines. Something to the effect of "Master is right. I wsh to escape from here." The Arceus cultists in their zealous fervor seem to have overlooked spelling in some of their religious texts. Again I'm struggling to remember the exact wording, but I believe one of them said "Bestow light upon thy bretheren..." (should be brethren). And there was another that I think began something like "When our Lord Arceus had finished crafting the world from stadust..." (unless our Lord Arceus has a Boston accent? ). The normal gym leader has a Clefable, which I'm assuming was included when it was still normal type? Though unless I'm mistaken he was also the one with the Clefable doll, so possibly you already noticed this and it was too gut-wrenching to take away his signature Pokemon? Either way, thought this shouldn't go unobserved. Not a bug, but there seems to be an outrageous amount of XP between Shade and Aya. My team of 4 finished Shade off with 3 of them at level 38 and 1 at level 37. It remained a team of 4 until Azurine Island, where I added Foonguss as a 5th. Apart from the battle used to catch Foonguss and the forced battles with the Macargo in the mountain, I ran from literally every wild Pokemon battle in this entire segment between gyms 4 and 5, and still when I hit Aya I was forced to use the level down item on all 4 of my non-Foonguss team members. Reading the forums I now in retrospect realize I had the option to lose to the Garchomp, but it wasn't worth as much XP as 4 level ups from 45 to 46, so even doing that wouldn't have solved it. All I can think was that I was intended to be using a full team of 6 going into the segment and still run from every battle I could? Or I guess I could keep catching fresh things to stay properly under-leveled like a good girl . All that said I really thought this game was great! After saying all this, now I feel like going and posting a list of all the things I loved most to balance it out. And hopefully I'm being useful and reporting at least *something* that wasn't already known. Looking forward to whenever more content is released! Link to post Share on other sites
Sheep 27 Posted May 25, 2014 Share Posted May 25, 2014 Thanks for posting this! I'm pretty sure 1., 2., and 4. are known. At least I knew about them, but that thing with regenerator is interesting. As far as typo's go, thanks for reporting them, there's a topic dedicated to stuff like that here: http://www.pokemonreborn.com/forum/index.php?showtopic=7353 but they generally have screenshots. I'd still chuck them there anyway. With 9. you're quite right, it's from when Clefable used to be normal, and I'm assuming it's important to the plot which is why it hasn't been changed. Or to his character anyway. With 10. again, you're right, there is a lot of experience in that portion of the game people are generally struggling with the level cap. However fitting all of the gyms into the level cap as it is at the moment is already a cause for concern so I doubt that'll be changed. My advice for future play-throughs is to simply grab a few common candies. With that said, welcome to the forums. Link to post Share on other sites
Vinny 27 Posted May 25, 2014 Share Posted May 25, 2014 Sheep already went through it a bit (Thanks mate), but i'll see what i can remember from the top of my head: 1 - That doesn't happen from Gen 4 onwards. Back in 3rd gen, that's how double battles worked. I don't remember if that's related to Reborn or if it's some kind of problem with Pokemon Essentials (a.k.a it wasn't updated). If it's a problem with Reborn, Ame's going to fix it one day probably. If it's something related to Pokémon Essentials/something else, then we can't promise a fix exactly. 2 - I think that was a problem with Thunder Wave and Volt Albsorb specifically. This error has been reported before though, and i don't think it's fixed for episode 12 (If i recall correctly, this was an error that when Ame fix it, she broke something else. When she fixed what was broke, this error returned). I need confirmation from Ame on this one though. 3 - I believe what you stated is the correct thing. When you switch out, the traced ability stops working. (In Showdown, Regenerator is a bit different. When you switch, the HP goes up before you pokemon goes back to the ball. In the real games, Regenerator works when your poke is INSIDE the pokeball, after the switch thing happens. Natural cure is the same thing bar the showdown part.) So, i don't believe this is an error or anything. 4 - Not all the moves/abilities/effects/stuff are implemented in the game right now. Final Gambit is a move that is broke right now. I don't know when it's going to be fully implemented in the game, but it's going to one day. For now, we deal with it. 5 - I don't remember if Ame mentioned anything on critical hits, so i'll leave this question for her. 6 - Been reported before. Fixed for episode 12. 7 - Yeah, typos happens sometimes. Sheep directed you to the right topic as of episode 11. If you find any typos/tile problems you can post it there. 8 - Read 7 9 - Yep, Noel's going to keep his Clefable. It's actually plot related iirc, so changing it means changing the plot. And no one predicted the fairy type changing thing in Gen 6 ^^ 10 - Neither actually. Take a look at this: http://bulbapedia.bulbagarden.net/wiki/Experience As you know, some pokes take more experience to reach level 100 than others. So, maybe some of your pokes might be in the group that levels from 30-45 way too fast. While i don't battle all the wild pokes that i meet, i still remember that none of my pokes reached the level cap in that part of the game. And back when i was playing for the first time, i had a party and never changed the pokes (a.k.a i didn't rotate my team). So, maybe you're pokes are in the group of pokes that require the least experience to evolve. That's just a wild guess. Hopefully that answer some of your questions, although i'll still ask Ame to take a look and correct what i got wrong or something. Also, Welcome to Reborn! Link to post Share on other sites
Sheep 27 Posted May 25, 2014 Share Posted May 25, 2014 2 - I think that was a problem with Thunder Wave and Volt Albsorb specifically. This error has been reported before though, and i don't think it's fixed for episode 12 (If i recall correctly, this was an error that when Ame fix it, she broke something else. When she fixed what was broke, this error returned). I need confirmation from Ame on this one though. That's what I remember to be the case. Link to post Share on other sites
Administrators Amethyst 2468 Posted May 25, 2014 Administrators Share Posted May 25, 2014 The others have addressed most things already. One thing I should probably clarify is that there isn't really a proper team developing this, I'm using a program that modifies an RPG Maker to work for Pokemon games-- and even that program, alluded to earlier by Vinny as Essentials, is incomplete itself. As such, many things like final gambit are unimplemented, and as you observe in the first point, lots of it still works on gen 3 mechanics. Sorry for that-- I'm not a scripter myself and try not to abuse the ones who volunteer to help me, so my ability to make significant changes to the system like that is somewhat limited. Other points not wrapped up: 2- Vinny is more or less correct. We tried and it backfired so this goes back to the above-described problem 3- Regenerator note is new info. Noted. 5- I'm very impressed you figured that out. The change from 2x damage to 1.5 was quite easy to make. The chance thing, not so much, and more importantly, I hadn't even learned about the chance change until after the episode release. It hasn't made it into 12 for having other priorities. 7/8- Fixed 9- Your guesses are correct. I was iffy with it as well, but I polled the community and no one really had any significant aversions to letting him keep it. Besides, Gym Leaders can occasionally have wild cards, although I typically like to avoid that. 10- A valid concern. As you guess, the level curve is balanced for a full team of 6. Anything less than that and you'd probably have to down some common Candies. Glad you're enjoying the game, and thanks for the feedback! Link to post Share on other sites
HugAKitten 0 Posted May 31, 2014 Author Share Posted May 31, 2014 Oh uh! I ran into a new issue! I just booted up the game again for the first time after completing it, and all the purple crystals apart from the one next to Luna seem to have reset positions. This means that I can escape the cave Luna's in, but not the one between the Iolia Valley entrance and Luna's cave. I'm trapped! Help! Also I didn't realize this was primarily a one-woman show. Impressive job Amethyst! Also it makes me really happy to be able to give feedback and have it get to the developer so quickly! What a wonderful thing . Edit: Whoopsie, I was being silly. I sorted this out myself. Sorry! Link to post Share on other sites
Administrators Amethyst 2468 Posted May 31, 2014 Administrators Share Posted May 31, 2014 Aha, thanks ^^ Could you snap a screenshot so I know exactly where you're getting stuck? I don't... think they would reset because technically each cave-transformation-thingy is a separate map entirely. Even the crystals are hard-drawn onto the maps rather than events that can move. Link to post Share on other sites
HugAKitten 0 Posted June 17, 2014 Author Share Posted June 17, 2014 I'm back again playing episode 12, so I'll continue adding discrepancies I find here! In Pokemon Reborn it looks like EVs still have some gen 5 hangover; specifically what I'm noticing is that they cap at 255. As of gen 6, each stat caps EVs at 252 (source: http://bulbapedia.bulbagarden.net/wiki/Effort_values#Generation_VI ). Also please don't be offended Vinny, but I'm about 99% sure you're wrong about regenerator and that it should in fact work when traced. I can prove that it does not in Reborn, but am struggling to prove that it does in other Pokemon games since I've never played any but Red version (and trace Pokemon are awfully hard to catch, and regenerator Pokemon are awfully rare to encounter). It is at least self evident that both Pokemon Showdown and Pokemon Online show the interaction working. Link to post Share on other sites
Vinny 27 Posted June 17, 2014 Share Posted June 17, 2014 Also please don't be offended Vinny, but I'm about 99% sure you're wrong about regenerator and that it should in fact work when traced. I can prove that it does not in Reborn, but am struggling to prove that it does in other Pokemon games since I've never played any but Red version (and trace Pokemon are awfully hard to catch, and regenerator Pokemon are awfully rare to encounter). It is at least self evident that both Pokemon Showdown and Pokemon Online show the interaction working. I'm offended. Ame ban pls. Anyway, although i've stated that based on what i noticed, i didn't test it on other games. So... sure, i could be wrong (I wouldn't be surprised if i am). I should test it elsewhere though :I EDIT: A run in X/Y tells me that you're right. My Ralts traced Regenerator from a wild Mienfoo, and it gained HP back after the switch. I'll test the Natural Cure too, but i'm pretty sure you're right on that one too. Link to post Share on other sites
HugAKitten 0 Posted June 23, 2014 Author Share Posted June 23, 2014 I've got a couple more now too after playing episode 12! A wild Pokemon used belch against me without having eaten a berry, dealing 1 damage. In X/Y Pokemon are prevented from even selecting the move if they haven't eaten a berry yet. An opposing Pokemon used worry seed to change my Amoonguss's ability to insomnia. Normally my Amoonguss has regenerator. When I switched out Amoonguss that fight (still having insomnia), he incorrectly recovered HP. Rather curiously, only 3 fights later Amoonguss had his ability suppressed by gastro acid. In the name of beta testing I tried swapping him out then too, and this time he correctly did not heal. As with before, I suspect that natural cure possibly behaves the same. Amethyst, if you *pretty please* release eviolite in episode 13 then I'll happily be a good girl and train a Chansey to use and test these projections I've made about natural cure . Link to post Share on other sites
DJ Mewdeon ft Dan Punk 43 Posted June 23, 2014 Share Posted June 23, 2014 I've got a couple more now too after playing episode 12! A wild Pokemon used belch against me without having eaten a berry, dealing 1 damage. In X/Y Pokemon are prevented from even selecting the move if they haven't eaten a berry yet. An opposing Pokemon used worry seed to change my Amoonguss's ability to insomnia. Normally my Amoonguss has regenerator. When I switched out Amoonguss that fight (still having insomnia), he incorrectly recovered HP. Rather curiously, only 3 fights later Amoonguss had his ability suppressed by gastro acid. In the name of beta testing I tried swapping him out then too, and this time he correctly did not heal. As with before, I suspect that natural cure possibly behaves the same. Amethyst, if you *pretty please* release eviolite in episode 13 then I'll happily be a good girl and train a Chansey to use and test these projections I've made about natural cure . I'm aware of the belch issue but not the worry seed one. I don't know why this thread is marked 'resolved' either, but due to seeing some of the same errors across several threads, I'm gonna go ask Ika to make me a "known issues" pinned thread. Link to post Share on other sites
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