so there are some features that ame had thought she might or might not eventually implement into the game, probably very late in development after everything else was done
unfortunately, ame is very impulsive
and thus, she decided to do them immediately.
as of episode 19, new players starting the game will be given an option for 'special instructions', or the ability to enter a text password during the intro. the passwords available for this are listed in the readme, but i'll talk about their effects here:
- Changes Reborn's level cap to a hard cap in which Pokemon no longer gain EXP once they hit it, a la Rejuvenation
- Where (type) can be replaced by any of the 18 types, guarantees that all randomized early game events, including the mystery egg, will generate with Pokemon of the chosen type when possible. Also adds an early game Rock and Ice type so those types have something before Julia.
Password: nuzlocke - Prevents Pokemon from being healed when their HP drops to 0. Can be turned off after a loss. In order to account for different types of lockes, no other restrictions are applied.
- Randomly shuffles Pokemon species and moves around for a playthrough. Online play is disabled in this mode. Shout out to @HauDareYou for the initial framework.
- Allows any Pokemon to use any TMX move provided the machine and badge are held. Thanks to @Waynolt for letting us integrate this one.
there are also other hidden passwords that can be found in-game...
any of these passwords can be used with each other, including the monotype ones for dualtype runs. however, i don't promise there won't be some wacky interactions. who knows, really
i hope you will look forward to playing the final game in various ways~
So as you may have seen from the previous Dev blog post, we've begun internally testing the E19 story just to make sure it's all up to standard before moving on fully with the mammoth that is postgame.
As such I have been playing through the story and testing it out, providing my thoughts and critiques along the way.
As we have known for the last... 4? 5? Episodes of Reborn, there is a PULSE Mr. Mime somewhere in Labradorra. So I think it's safe to say there's no spoiler in revealing this is something that is going to be fought.
And so we figured, just to give you a taste of what is to come when we eventually do release the episode, we'll share the commentary I gave on that particular fight:
' So here's my thoughts on the fight so far:
I knew the gimmick for this fight a long time in advance.
PULSE Mime is like the one aspect of E19 I know more about than anything else, I nominally helped with the design, I discussed the moveset and such with Ame, and I wrote the AI for it
And with all this foreknowledge
And with a team that (admittedly accidentally) has the tools to deal with it
against this thing '
That's all for today, I HoPE yOU aLl ArE SUfFerrINg LeSS tHan mE!
so, we've finally finished cleaning up from our several supervised test periods, and we're shipping off to internal. but for those who haven't heard, we are not doing a full test cycle right now-- internal will be the last test. the purpose here is just to make sure that if we for any reason have to drop the project and release as-is, the main story will at least not be horribly bug ridden for y'all. we'll have another full test cycle again (one that will probably span eons) once postgame is complete.
that said! it's been a minute since i talked about some of our new features and changes. let's start with the thing i've been screaming about. hint: it's AI.
we've made a number of improvements and fixes to a lot of facets of it, but there's two things in particular that have really just knackered my knickers:
the first is what we've just started referring to as the 'speed bug'. basically, there was a certain line of code used in default essentials that, when we reworked AI, we reused a lot. it speed like a nice, strapping young line of code, and we had no reason whatsoever to think it might be completely broken. so naturally, it was, and we copied it into 200 places. this caused the AI to basically always think it was faster than the player, even when it definitely was not, which as you might imagine, has caused a lot of issues and a lot of emotional pain. this has now been fixed, unleashing never-before-seen chambers of code into the wild for the first time. that can come with its own issues. basically: aaaaaaa
the second we just discovered a couple days ago. let's call it the 'switch-reversal bug'. basically, when deciding what pokemon to switch in, the parts of the code that checked type effectiveness got switched around. thus, it has been intentionally sending in pokemon with bad type match ups the entire time. this was an easy fix, but also 😰 😰 😰
frankly it's amazing that switching has worked well enough to this point that it wasn't completely obvious
here we are.
those are the big bois but like even aside from those i've been fixing dozens of case issues for the last week or two. it's gonna be good.
or i'm gonna cry.
what else! check this out:
by popular demand, we've merged the multi-move mod into the main project! Huge shoutout to @Waynolt for getting this going and letting us adapt it. We've also made some convenience improvements that you can see in the above gif-- Instead of selecting each pokemon through the menu, you can just hold Ctrl when you select them to automatically add them to the multi-move queue.
We've fixed some other misc things too, the fishing animation that's been missing for years, some PULSEs have been buffed, and we found an issue with hidden power where the player's hidden powers weren't actually properly set to the static 60 BP even though we tried to change that before. Very sorry about that, guys :c
One more update for you today. This one comes from our animator Vulpes, and it's exactly what the move deserved:
That's more or less where we're at. So since we're not moving on to later stages of testing, there's no set end date to internal-- we'll just fix stuff as we go and as we work. And thus, internal will simply evaporate into the distance, as must I.
at long last, the postgame progress bars have been unlocked.
as you may have noticed, it is, uh.....
so lemme break it down for ya.
first we got the CONTENT.
some LEGENDARY content.
see what i did there.
but actually there are like 76 legendaries and you've Gotta Catch 'Em All™
'cept we already gave you, like, five.
so you'll have to Get 71 More™
now i'm sure you're wondering. "But Cass, that's so many legendaries! How do you intent to pu-" QUESTS.
39 of them to be exact. it is why this bar is so big.
see, we _could_ just be like "oh look! it's a mew in the corner in byxbysion and you have to go to this specific spot to get it!"
but nah, man.
that ain't us.
we have quests. for all of them.
the quest style/length will very depending on the lengendary. some will be simple and fairly uninvolved, a la your "finding eevee in chrysolia cave" quest. others will be longer and more story heavy, a la your "lower your relationship points with adrienn! feat. Sandy" quest. there's no saying what lengendary will have what quest length, but it's worth noting that people keep having to remind me that Zeraora exists and to this day i have no idea what exactly it does. it's like.... an electro cat? maybe? idk. good luck finding it in chrysolia cave. for the progress bars, each lengendary will magically gain its own set of "eventing/story/mapping" bars while it is being worked on. otherwise there'd be something like 110 bars in total and like yikes no i'll pass on that thanks.
what kind of jerk would have a progress bar list with 110 bars. yikes.
secondly on content.
you will, at long last, gain access to a location that has been taunting you with its presence the entire game yet has so far remained unyielding in its efforts to deny you entry. but, at long, long last, your triumph over the reborn league will finally give you access to: THE FERRIS WHEEL
jk. its the nightclub. ame said she doesn't wanna make ferris wheel graphics so y'all crazy kids who wanna get real high and shit are fucked.
unless you go to seventh street.
but anyway. the point is that there's a nightclub.
in that nightclub, there will be lots of FITE.
yeah, bet you thought you were done with that.
this FITE will include a Battle Tower- style system. i'd be more specific about it but, uh, we, kinda, sorta, maybe, uh, like, y'know, don't....know what we're doing for it?
but it has a bar so it'll be there.
next in the FITE will be the Mix and Match battle system. do you think fields are cool? do you wanna FITE all the leaders on them? well you're in luck, because this will let you FITE any leader on any field with any partner! it'll basically make you do my work for me. thanks, by the way!
as the new champion of reborn, there will also be other people who will try and FITE you to become the champion, and you will have to FITE to defend your title! but this will actually be in charous mountain. and there's not a progress bar for it. i just wanted to talk about it.
i mentioned that Mix and Match will have you do my work for me. and that's because my work will be on the Boss Rush and the Theme Teams.
the Boss Rush is kind of like FITE-ing the Reborn league the way that it operated back in the olden days- you get one team and you have to FITE all 18 leaders with that team. the boss rush will have two levels: one where each leader is limited to a single lengendary, and one where each leader will have as many as they want. this does not make a difference for noel, though. poor noel. (also, if it isn't already clear, you won't be fighting the original teams- you'll be fighting teams that are updated for the fact that you are CHAMPION and can do FITE.)
the theme teams are the more creative side of this. it's for anyone who has ever looked at the field notes and thought, "hey, mountain field seems like it would be particularly good for Decidueye". these teams are more designed to be fun! rather than hard. some things involve, idk, psychic teams on glitch field, which, uh, might actually be kinda hard. but, then, i also unironically put tropius on a different team. what i'm saying is that it'll be pretty varied. there are currently 103 of them planned. if there is a bar that is likely to change during development, it'll be this one.
finally, there is fwends. though out the game, you have grown close to the different characters. this is your chance to hang out with them! (the exception here, of course, is titania, who probably hates you, but that's normal for a titania her age.)
lastly, of course, there is the Boring Background stuff; ie the bugs, the animations, and everyone's favorite Misc Updates bar 2.0 that now occasionally goes backwards instead of forwards! our innovations here at Definitely GameFreak™ are truly astounding.
it is also worth noting that the Bugs and the Animations will not have your typical progress bars and will instead slowly tick down towards 0 to indicate completion. we like it when you pick up an item and your game doesn't crash.
so, to summarize:
Legendary Quests are the bulk of postgame. Each quest will have its own set of bars while we are working on it. there will be Much Bar.
Nightclub bars will contain lots of FITE. the biggest FITEs will be the Theme Teams and the Boss Rush, though it will also include something Battle Tower-esque, a Mix and Match system, and Fwends™.
Champion Defense will also be a feature. it still doesn't have a bar. it still isn't in the nightclub. i am still talking about it.
the misc updates bar will go up and down depending on what work is done on the game and what we decide to add during development. it is not real. pay no mind to it.
(edited to mention legendary bars will expand while their respective quests are being worked on)
Hi! Me again.
So, as many of you noticed, the last post I made (featuring the lovable Meech) was actually just a cleverly disguised teaser for the level cap increasing. This post is going to be a bit more about the level cap itself, why increasing it can make things annoying for anyone actually trying to level up past 100, and probably some nerd stuff on top of that.
First: the level cap.
Changing the level cap is incredibly easy.
In the game files, there's this single line of code:
Increasing that number increases the maximum level. It's really that uncomplicated. You could even increase the level cap to 1,000,000,000,000 if you want to, and it works!
Changing the level cap itself doesn't affect anything in-game since it's, effectively, just a number. The problems with an infinite level cap start to emerge when you have an actual pokemon try to reach it.
Which brings us back to our dear friend Meech.
Instead of explaining this, I'll just show you what happens in game when Meech starts to become Too Stronk (volume warning!):
You can see in the video that Meech is now a level 950,095.
You can also see in the video that the menu lags to hell and back. This lag is what effectively creates a soft limit on the level cap- if I levelled up to the 1,000,000 mark, the game would start crashing every time it tries to load the pokemon screen. The soft limit also varies based on your CPU- forcibly limiting the performance on my laptop also limited the extent to which I could raise Meech's level. The script crashed around level 600,000 when limited, for an example. That said, it's worth nothing that my game crashed literally the moment after I stopped recording the video, so it's not like there's a hard level cap in practice- it all just depends on whether or not your CPU can handle the load.
So: obviously there's a problem with making the level cap too big, but there's not really a technical issue with setting it to, let's say, 50,000. So why don't we? (I rhetorically ask myself in order to set up the next part of this post)
The first issue is EXP.
If you watched the video above to the end, you'd see what the EXP requirements were to level up to 950,096. It takes over 2 trillion points. Meech's level there is, of course, unreasonably high, so here's the EXP values at level 50,000:
Compared to the numbers at level 950,095, this is technically more manageable, but still effectively impossible to reach in-game. To explain why this is the case, I'm going to talk a lot about EXP formulas and... well, I'm going to have to use some math, and I understand that math might not be what you all bargained for by reading this post. In order to spare those you might otherwise be overly startled by the presence of math, I'm going to throw up my specially patented Math Barrier, and those of you who wish to avoid the math can just rejoin the post after the second line of stars.
******************************* MATH BARRIER™ **********************************
There are six types of EXP growth. In order from least EXP needed to most EXP needed, they are:
Erratic, Fast, Medium, Parabolic, Slow, and Fluctuating.
For my own sake, I'm going to be focusing on the middle four growth types, since Erratic and Fluctuating are, uh, really weird and I don't quite know how to make them work for hypothetically high numbers.
Here are the EXPgrowth formulas for the EXP needed to be at a given (level):
Fast: (level)3 * 0.8
Parabolic: (level)3 * 1.2 - (level)2 * 15 - (level) * 100 - 140
Slow: (level)3 * 1.25
(Meech, for reference, is Fast.)
The EXP gain formula- what determines how much EXP you get from battle- is why I made a Math Barrier earlier. It is a mess.
EXPgain = (A / B)2.5 * C * D + 1
A = Lvopp * 2 + 10
B = Lvopp + Lvplayer + 10
C = BaseEXP * Lvopp / 5
D is just a catchall value for things like Lucky Egg boosts, traded pokemon boosts, EXP Share drops, etc. No one needs to see those.
I've tried to make this as readable as possible but it's...it's still a mess. Lvopp is your opponent's level and Lvplayer is yours.
It's worth noting that when Lvopp = Lvplayer , A / B = 1 and the formula basically becomes C * D + 1 = EXPgain. To make things easier for the rest of the explanation, I'll be calculating EXP gain as if Meech was the same level as its opponent.
Anyway, hope you nerds enjoyed the knowledge dump. I'll call the normies back in now.
******************************* MATH BARRIER™ **********************************
The issue here is that EXPgain increases linearly and EXPgrowth increases cubicly. This effectively means that more pokemon will have to be fought in order to level up the higher your level is.
I'll demonstrate this by having Meech fight a bunch of hypothetical Reshirams at the same level in order to level up.
Level 50 Meech needs: 6120 EXP or 2 Level 50 Reshirams
Level 75 Meech needs: 13680 EXP or 2.98 Level 75 Reshirams
Level 100 Meech needs: 24240 EXP or 3.96 Level 100 Reshirams
Level 300 Meech needs: 216720 EXP or 11.8 Level 300 Reshirams
Level 1000 Meech needs: 2402400 EXP or 39.25 Level 1000 Reshirams
Level 50000 Meech needs: 6000120000 EXP or 1960.8 Level 50000 Reshirams
This is basically the EXP crunch that you normally see in the later areas of Reborn taken to extreme levels. The reason you don't see this any earlier is because the base EXP a pokemon gives also depends the sum of its base stats and whether or not it's evolved, with higher base stats and later evolutions having higher base EXP. The increase in EXP for a level up is mostly covered by the fact that the pokemon you're fighting are evolved and give more EXP. But as you can see, when the base EXP of the pokemon you fight isn't increasing anymore, leveling up starts to get harder and harder.
This brings me to my second issue: Leveling up becomes pointless
When you level up, you typically see growths of 1-5 points per stat. At the beginning of the game, this is pretty significant- A 5 point growth when your stat is at a total of 80 is a 6.25% increase. These level up growths effectively always stay the same- whether you're at a level 50 or 75 or 50000.
So let's check MegaMeech's stats.
A level up at 50000 does effectively nothing for MegaMeech, and it takes much much more effort to get one. Level differences between pokemon would also have to be larger to maintain any sort of significance.
So we're still looking into what we'll do with increasing the level cap as far as Reborn is concerned. The main point of it is to make it so there's at least some kind of a challenge with Legendary battles and other postgame shenanigans. I'm also working on tweaks to the EXP formulas so that leveling up isn't such a pain while also making it so that further levelups aren't absolutely necessary to complete the main postgame content (and overleveling won't even be possible before you finish the League).
There's no way we'd push the cap over 200 though. Nuh-uh.
If we're getting to that point and can't increase the challenge without pushing the cap up further then we completely lack creativity and I will personally fire myself.
So, yup, that's my TED Talk. Thanks for listening!
Hi! I'm Cass.
I'm a little new to the dev team- I kinda started in January but the timing didn't quite work because of school and life and stuff so then I left and I came back in like June or so and started doing animations but recently I've started doing more things like breaking things when we get weird bug reports that no one else can figure out and a little bit of spriting and just kind of observing ame's creative process and also being her girlfriend
But anyway, that stuff is not what's important here.
I wanna talk about Meech.
dis is meech. meech ma frand.
While we were testing E18 I decided that I wanted to do a run full of pokemon that I thought were especially cute and my fwuffy little scarf friend here is one of them.
Skill link is what really makes Meech the unstoppable little fuzzball she is. Those multi-hit moves that are usually iffy at best on non-Meech pokemon automatically do the maximum number of hits for her, making things like Bullet Seed and Rock Blast 125BP monster attacks. She took out Reshi with two rock blasts and i was just so proud of her~
So if you want to play with a Meech of your own, just go ahead and find out how to get Cinccino in a game near you. She's real good and that scarf is just A+