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  1. in canon legendary encounters, usually you just trip and fall into legendaries after they've randomly decided to roost somewhere vaguely out of the way. if you're lucky there might be a whole dungeon before them. or if you're playing XY, maybe they'll just be sitting there in a cave that clearly always existed for no other purpose than except to specifically serve as their roost until the region's favorite ten year old traipses along and use said legendary for baseball pitching practice. anyway, this isn't canon. this is reborn, and some people would argue that i hate you all and want to see you suffer. * * this is not true. i love all of you in varying degrees and the less you think it applies to you the more it's true. but don't be weird about it, ok? so today i'd like to introduce a new device of suffering in post-game: Anomaly Battles. the legendaries in post-game have an unfortunate tendency to appear with a strange aura around them called an Anomaly! in universe, this aura is otherworldly, producing many strange like making the pokemon behave aggressively, or creating apparitions of other types of pokemon who fight alongside them! out of universe, it is our tool to be a gigantic bitch to you. you've gotten to postgame, so you're clearly a skilled trainer with a diverse roster ready to handle anything we throw at you, so here goes-- we're going to throw everything at you. in post-game, you'll face off against a special battle with many of the legends before being allowed the privilege of going for the catch! fight hard and come through strong because you may yet need that strength to secure the victory. not every legendary has an attached anomaly, but so far the strong majority of them do! huge shout out to @andracass for making the lion's share of these teams so far; like with the other parts of postgame, she's really just put in a crazy amount of work for it i hope you'll look forward to eating shit ( please do not actually consume shit. please make sure all matter you consume is both edible and nutritious. it is important to eat regularly and take care of your body. do that for all of us, okay? you can't help others if you don't take care of yourself first. all right... then, you stay safe out there now. get plenty of rest. bye-bye until next time ! )
    144 points
  2. fine. i concede. you've worn me down-- twisted my arm clean off-- both of them in fact! i'm typing this with my toes. the white flag is raised, having been tirelessly goaded into it by the demands of an uncaring populace, night after night spent in fearful agony, whimpering in hidden corners that are yet unequal to the task set before them of simply shielding me from the slings and arrows of the greater internet community,* i accept i have no choice but to lament simply having no other choice, i deign to give you.... one progress bar. * none of this has happened or is even remotely true, everyone has been by and large supportive of my decision to yeet the progress bars, and i greatly appreciate y'all for that. i feel much better overall with them gone and feeling that way, this may be a mistake. if this ends up stressing me out, i will yeet this too. but we'll give it a try, because i accidentally started counting and, well-- the years start counting and they don't stop counting. the progress bar is how many legendaries are accounted for as of posting-- 32/65 almost halfway. why 65? 76 mons are not asked for by the pokedex quest in E18. 11 of them are ultra beasts and-- say it with me now-- ultra beasts don't get rights. gen 8 is not real, and cannot hurt me. that leaves 65 genuine legends i have to include. for my sanity, and frankly, the sanity of everyone else, we have downsized from original expectations-- not every legendary is getting a full quest. but the significant majority are. in cases where they don't get a full quest, only the earliest of them are a walk-in-and-start-chuckin'-pokeballs type of deal. there will be more on what else is entailed instead in a future post. so e19 will be released when we hit 65 ?????!??! no, no look at me stop that. stop that right now, you goddamn son of a beautiful person (probably) i appreciate your hypothetical passion but the answer is no a big, honkin' neon red no the kind of no that your mom gives you after she talks to my mom and asks if you can come over the kind of no that you wish you could get after hearing nothing from the last ten jobs you applied to the kind of no that means no and you respect it without making a scene nope. there are going to be things i want to do after the legend quests-- other things i need to do. possibly a lot of them, idk-- i'm not looking that far ahead because if i think about it i will take 2d8 psychic damage but what this whole legendary quest/progress bar thing is is the most significant obstacle before E19 can be finished or released. when the bar is full, that does not mean E19 is finished-- it means it can be finished. until then, all bets are off. i'm biting down and just trying to make it through one week at a time. thanks for sticking with it, loves.
    132 points
  3. i don't suppose you remember me, do you? i think it's been like, five hundred pandemic years or something since i've posted here. as many of you know from cass's previous posts, since around september of last year i've been focusing on a different project. gosh, that took a while, didn't it? once again, i want to thank everyone for their patience as always... but uh, we finally got a demo for that out, so maybe, possibly, go try it out, if you haven't already? we'll begin actively developing starlight for real once reborn is finished but i felt like it was important to finish the demo before reborn was done so that the community didn't feel like it had no choice but to just die once the game was finally out for real. i think there's been an expectation for some number of years that once 19 is done, the community will be. and uh-- nawh. but to make sure that didn't happen, and to make sure people could see what they might have to stick around for, i felt it was necessary to get that going sooner rather than later, and then come back to finish postgame. this was, in retrospect, a mistake. not for any """real""" reason, to be clear-- but the mental burden of putting reborn and everyone on hold or trying to split focus between two projects was a lot heavier than i expected. aside from keeping the devblog warm while i've been away, please appreciate cass for generally keeping me sane through the last year or so, because some of the stress had really been starting to get to me. i'm still working on shaking that off, tbh, but it'll be fine. on the other hand, i know i was getting pretty tired towards the end of making the main story, and i feel like taking a break for starlight has helped me come back to the project with a clearer head, more ready to finish it out properly. that is to say, if it wasn't clear enough already: reborn will now be actively developed again. another advantage to having taken time off from the project is that i've learned a few things, mainly about myself. and how to actually play nice with a team, since i haven't been very good at doing that in the past. but the main thing i've realized is that i hate to-do lists. they are soul-sucking. i feel a lot better about things when i am looking at problems in the game and fixing them on the spot rather than looking at a list of problems about the game several hundred lines long and just kind of getting overwhelmed. this is unfortunate for me as a person who has mainly organized her work in the past almost exclusively through to-do lists. now y'all don't care that much about my personal organization, that's stuff i have to figure out, but the point of this is that uh those task bars? that used to be on the right there? they're not coming back. because all that is is just one giant public to-do list. a constant reminder of all of the things i still have not done and still have to do breathing down my neck. i know they're cool, i know they're useful for communicating to everyone how far along we are. and maybe we can figure out something similar but for my own sanity no. nope. they're cancelled, and they're staying cancelled. in return i'll try to like, actually post or something once in a while. but, like, no promises. i still prefer to spend time doing the thing rather than talking about doing the thing. okay, so, the million dollar question: when will e19 be released? and i still don't have that answer. no one has that answer. the only answer to that that exists is 'sometime in the eventual future' but we'll like, keep you in the loop one way or another. there will have to be testing before it releases, starting with internal testing. so that might be a good indicator of it's coming up. just hang tight until then y'all
    124 points
  4. what up, fuckers it has been roughly five million years since i've grabbed the mic. it feels like just yesterday i was telling the dinosaurs all about meech. it has been roughly 50 million years since our last release. we have eliminated progress bars from the face of the earth, so i'll not hold up the show and just answer the question that i posed in the title: spring 2022 (if all goes well!) ok everyone who just wanted the date can go. for everyone else: where we @ first, there is a nightclub! you can hang out with people and battle to your heart's content. there's a shitload of battle content, from the boss rush to the battle tower with lots in between. it's basically just everything detailed on this post here so instead of rehashing that all out here, i'm just going to tell you to go read what i said way back in may 2019. *dies basically, the nightclub is done and functional. there's lots to do there. it'll be neat. second: there is a postgame! structurally, it plays a bit more loosely than the main story- completing postgame will still require completing all the quests, but there's a bit more flexibility in what you want to do and when you want to do it. and if i'm being perfectly honest it is way too fucking big. stupid huge. turns out the whole quest-per-legend deal results in a massive amount of content. obviously i don't have a solid estimate since no one's quite played through it all, but it sounds like it might work out to be 4-5 episodes of content. hell, the main story content is already, like, two episodes of content. we're basically just adding a third of the game's current length to it. which is important because... what's left testing is left. what's right well, we gotta clean up a bunch of loose ends before we even get to testing. this is the last episode! and if i'm being perfectly honest, we're tired. free us. things that need to be finished before testing: (this is where we hid the dead progress bars) - Animations there's, like, 18 left? the animation squad has been working real hard on making the move anims super sharp. make sure you turn them on!!!! - Early game updates haha yesssss i finally got ame to do these i'm not going to dig up my old posts on early game since i don't want to look at the date and take psychic damage; suffice it to say that early game kinda sucks compared to the rest of the game and it's getting a revamp. there's some new areas! some redone old areas! a plot that makes you a little less dizzy from running back and forth! man its gonna be great. right now 3 episodes have been updated, and we're doing some touchups for the rest. - Ending scenes so this content is classified, but eventually this stupid fuckin game has to end and you'll get some bonus scenes with some chars under certain circumstances. - Nightclub polish so shout out to azzie for doing a fuckload of dialogue for the 500000000 (that's a metric fuckton for those of you unfamiliar with math) battle tower trainers, as well as some general chat dialogue for the chars you've been stuck with all game. there's still a bit of that left to do. - teams hi so from what i understand, the "gameplay" in these types of games consist of "battles" that someone has to "make". and "apparently" the person making them has (mostly) been "me". i've got like 12 left. oops. - Field updates making hundreds of teams means that i've taken a pretty close look at the field effects, and there have been a lot of minor changes to fields to make them make more sense/more balanced/better. - Bugs mr lord Perrence has been doing god's work wrangling our massive fucking buglist and making the new AI functional (oh yeah that's right we redid the ai but don't worry about that) bugfixing never ends, but eventually we will stop trying. - Sprite updates a lot of the sprites are, and i believe this is a term the kids are using these days, "crusty". we only produce well-made sandwiches here, meaning we are removing the crust. here's a preview of what's been done: we're buying the protags some fucking shampoo. you can actually watch us do for decibel live on twitch this sunday at 3p MDT! (that is 37 hours from the time of posting.) - leftover bullshit look you never know what's gonna come up while we clean up the rest of this. i can't even remember what all we've done since e18. and then- and then- we will do some testing. this is the largest amount of content we've ever tested at once by a gigantic margin, so we're not even sure how that's going to go. the first round of semi-public testing (that is, something you, dear reader, will be able to participate in) will be the community release, which occurs after beta testing. we will say when beta testing starts. at that point we'll probably have a general sense about how long each phase will take. the rest of the details will probably be kept under wraps just to preserve what middling amounts of sanity we've somehow maintained a grasp on. i've been holding on to an @everyone on the discord server for years and you better believe it'll be used when the game's ready. this is the home stretch, y'all. thanks for all your patience. it'll be worth the wait.
    101 points
  5. Cover art: By @Zumi Hey! It's been two years? How are you? How are the kids? No kids? Okay. Well.... Anyway. It's time. I'm not going to make a huge post about how much of a hell year 2020 was... like, in general, because I'm going to talk about that on stream at some point. So I'm just gonna hand over the game. Sound good? yes. Wait no, I lied. First, we have a brand new website! Check it out! There's a lot of cool things and we'll be actively updating things as time goes on. (No, we're not leaving Reborn. We just felt like it was necessary for us to have our own space too, finally :) ) Due to the extreme amount of changes and additions, old save files that have not completed v12 data will no longer work correctly. There are still some places you shouldn't save. LOOK AT THIS BEFORE LOADING UP. Official art press release kit: Mega 17.6mb PBS files Mega PATCH 13.0.5 CHANGELOG PLEASE REPORT BUGS YOU'VE FOUND HERE
    99 points
  6. 99 points
  7. This post is a repost of my Patreon, but it's very important that I let everyone here know what's going on. Hope all is well! - Jan
    92 points
  8. Merry (Belated) Christmas! Today I wanted to talk to you all about the story structure of v13 and why it's been taking such a long time for it to release. v13 is a special version, that's for sure. It's one of the longer episodes the game has put out. Actually, i'd say it's the longest? Either way, the main story this time is taking a LOT more effort than usual and I wanna make sure everything is absolutely perfect. That being said, what -exactly- is causing v13 to be the behemoth it is? Well, let's dive into that! Some of you have already guessed, but the crew is splitting up for a Super Secret Mission(tm). What's the mission, you ask? I just said it was Super Secret, keep up. V13 is separated into 6 segments. Each being tackled by 3 different groups. So far the two groups we've seen are: [Melia, Ren, Venam] and [Erin, Kanon, Alexandra, and Damien] The third group is [Player, Aelita] Each group is on the hunt ̶f̸o̸r̵ ̵t̵h̶e̶ ▇▇▇▇▇▇ , as we know, but how are each of their parts composed? Well, each segment approximately the length of half a version. So by that scale, let's add them up! Main Story 1 and 2 = 1 version Erin + Melia's segment = 1 version Player + Aelita's segment = 1 version Epilogue = 1/2 version v13's main story is roughly a little more than 3 versions worth of content... So even though it feels like you're waiting one year for one version, you're actually waiting for about 3, lol. Not to mention the new additions/changes to the early game and gen 8. Let's make this about 5 versions packed into one big bundle with a Christmas miracle bow at the top~ --- If you're interested in the flow of the actual episode-- I have created this special little chart for your eyes to wander over. That being said, I'm SUPER SUPER SUPER excited for this version. My Dev team and I have worked hard and we're so excited to show you what we've got hidden. Cause after all... We've only shown the surface of the exciting things we've got in store for you all :). Hope you had a Merry Christmas, and I hope y'all have a wonderful New Year!
    91 points
  9. hello my children, i have come to feed you since coming back to the project a month and a half ago, a fair bit has happened. i did take some time to warm up back up to thing, we moved over to a new file management system, also cass and i just moved into a new place like, last week so that's been taking up a fair chunk of time.... critically, we also have two new additions to the team: @crimsoncrim and @Azzie ! those of you who frequent the discord server probably already know them, and might've already noticed them popping up in the Developers group, those of you who don't already know them are missing out because they're both wonderful. crim has been helping a lot with various sprites, and will be joining me on mapping, and Azzie is around to put her writing skills to work and spin gold out of dialogue for us in the postgame! but how about that postgame? my focus since returning has been on the nightclub. There were a lot of things in it that were like, half-done. Those of you who fondly remember the progress bars can probably think of some of them. By now, most of those things are a lot more than half-done-- in fact, everything there is properly functional already! Some events are missing dialogue, but that can always be filled in later. Let's take a quick tour of the facilities, shall we? Starting with the one that ties them all together-- The BP Store A classic postgame staple-- you're gonna fite, you're gonna earn points, and here you can spend them. We're not adding gen 8 to E19 for now at least, but that doesn't mean we can't take some of their QoL features We got mints, we got Large EXP Candies sold by as much as 20 at a time, Ability Capsules, a selection of competitive-grade items. Whatever you might want to help you get new team members up to speed for postgame antics and more. But let's get to the real business. All of the following facilities are level-locked to 100 and provide BP should you prevail in them. The Battle Pavilion Bread and butter battle tower, brought straight to your local nightclub's dance floor! Get down or get knocked down. There are a couple changes from the usual battle tower format: Firstly, there's no heat-up period. Canon battle towers drip feed you a selection of low BST sandbag mons for the first couple rounds before putting on their big boy pants, but this is Reborn, and you're in the post-game; there's no need to waste your time with that. We'll be hitting you hard right off the bat, so get ready The Battle Pavilion is equipped for both 3v3 Singles or 4v4 Doubles In Singles, each set of 7 trainers will be capped off by a miniboss that you might recognize from the game! Examples include your local gang leader, corin-rouge, and madame meganium. Fields enabled! Each match will take place with a random field effect, so be ready to adapt fast! You can challenge with or without field effects on, but the BP reward is higher with them The Battle Factory Say whaaaaaaaaaaaat Pokemon Essentials has a built in implementation of the fan-favorite Battle Factory straight outta Sinnoh. But! It's broken. As a result, we had no intention of including it, but then our boy @Toothpastefairy shows up outta nowhere like "hey i fixed battle factory" so guess what y'all are getting. Rent a team from a random selection of nearly 1600 Pokemon sets! You'll fight through opponents with the rented Pokemon in a variety of challenges! After each battle, you can choose to swap one of your Pokemon with an opponent's! 3v3 Singles and 4v4 Doubles are enabled! Three modes exist for Battle Factory Classic mode-- No field effects here. Like canon, you'll be given a hint about what kind of team your next opponent has so you can plan accordingly! Set Field mode-- One random field effect will be chosen and used for the entire 7 battle set. Optimize your team for the field as you go! Random Field mode-- Each battle will have a different random field effect! You'll find out what your next fight is beforehand so be ready to swap and adapt according to what's next! The Rush Challenge After a certain point in postgame, you'll be able to take on our Boss Rush! Face all of the surviving leaders in succession in a battle of attrition and skill. You'll be healed in between, but can one team make it through all the way? They're packing heat! Expect to see some legendaries in their teams this time around. Everyone gets one now! The fun doesn't stop there-- Beat the challenge once and you'll unlock the X-League-esque hard mode! Instead of being limited to one legendary, they can have as many as they want. Watch out! Theme Teams This is where all of our failed Boss Rush teams have gone to die-- and by "die" I mean "live forever in notoriety"! We (and @andracass in particular) made a ton of teams for you to fight on various fields-- every character should have at least two. Wanna see mono-bug on Glitch? A Rock team for Murkwater? Any other silly idea we've come up with in last two years?? They'll be here. You name the team-- they name the field. This one's mostly just for fun and creativity, but they're still eligible for BP and a hard battle! Choose your fighter! (Like the last time Cass showed this off, the characters in the above image are explicitly randomly selected, so don't assume it means anything about the story ^~^ ) Mix 'n Match We've got a lot of characters, don't we? We also made a lot of theme teams... Many of them are just sitting around. But why should we be the ones to tell you what to do with them all the time? Here to put the power in your hands, Mix 'n Match is a customizable doubles multibattle feature! You pick your opponents, you pick their teams (from the theme teams available), you pick their fields. You can also pick a partner! A selection of trainers will register as available to use as a partner for this mode during postgame (depending on their relationship points with you at the end of the main story). Everyone who has relationship points and is alive can technically be a partner, though even I have no idea how many it's possible to pick up during a playthrough. Lonely, or just brave? Go in solo and fight a 6v12 death match for extra BP! Shout out to crim for the Arc backsprite-- and many many others! She and @smeargletail have really done a world of wonder on the sprites in the last few weeks. And that's the show! There will be other events (such as the entire quest hub) in the nightclub as well, but these are the main battle facilities. With all of them just about set and done, I've already started to return to working on quests. I'll come back with more again someday, I promise. Until next time~
    90 points
  10. It's been a while since my last post, so I decided that I'd give a little update and talk about a few things! In the format of a Q/A! What's going on with Rejuvenation right now? It's been almost 2 years!! - We are currently doing internal testing as of right now! There's still one segment of the game that needs a bit of work from me, but after so long, v13's main story and early-mid game are being tested and things are going smoothly!! Lots of things to patch up, but smoothly nonetheless! We may... actually release something soon(tm)??? Soon. Will there be Game-z support? -Yes! Thanks to @andracass (Who is a new member on the team, btw!), Rejuvenation will have official MK support. Which means less lag and better performance! We will still be supporting the regular game.exe, though. Just in case your PC won't be able to handle the power that is MK. Unfortunate for you, though. Okay, well there's Game-z support. Cool. But what about my MAC? She's dying without content! - I am happy to say that there will be a MAC version on release. No more stupid Wine emulators . Also it'll run at incredible speeds! No lag! Zoom! Fast! Keep going! Oops we crashed. Except it shouldn't crash. Anyway. What Crests were chosen from the suggestion thread? My Giratina Crest that gave an omni boost was so good... -I've gotten this question quite a bit and that will remain Top Secret. However, like I said in the thread, if your crest suggestion wasn't implemented, that doesn't mean it wont be. Adding in hundreds of crests in one release is overwhelming for the devs and the player. We'll be trickling in new crests with each new version. So please be patient :). Will my old save files work with the new update? Pls help. -Yes, however there have been a substantial amount of changes/tweaks to the world itself. Some places will not be safe to load up in! I will make a list beforehand. A whole entire post dedicated to this. If I see "LOADED UP IN XXXXX AND GAME CRASH PLS HELP" I will come to your house and delete your save and quite possibly your entire life. Don't say I won't. Can I join the Beta Test? Please...? -Unfortunately, no. We no longer have public beta testing periods anymore. Due to problems with leaks and such in the past, all Betas from here on out will be entirely closed. Soon.
    89 points
  11. so i don't really know what i'm doing here, but i wanted to talk about some things i think y'all will like. so everyone knows reborn is hard, right? i hear it's one of the main draws of the game. well, when reborn started development back in the ancient era, this was a pretty novel concept. i remember back when i first played the game in, like, 2015 the game kicked my ass and i thought it was great. however, it's 2021 now. things have come a long way since the ancient era, and some of the stuff that defined "difficulty" has kind of turned into "pain in the ass". so we've made some changes that will hopefully help everyone's butts hurt just a bit less. longtime readers will probably recognize some past topics, but since we've gotten a bunch of new kids 'round these parts since the pandemic i'm just gonna put everything new and fancy in one nice post so we're all on the same page. early game mon availability the combination of difficulty balancing with world building effectively means that the theme of early game is "hope you like poison types!" (i don't like poison types.) now obviously there are some exceptions to that. there's a lot of extra mons available through special events and such to help provide some variety, but there's still a limit to the overall variety of mons available. so we're going out of our way to add some new mons. it'll definitely help with rounding out your team early on, and it means that some otherwise forgettable mons will have a chance to get some love. (hi deliberd.) monotypers can also rejoice here. there'll be at least two mons that "qualify" for each type by the first gym. i say "qualify" because some types are pretty busted that early (sorry, fairy and dragon), so we gotta do some stuff like, say, counting swablu as dragon. i'm not a monotyper, and i know y'all are out there with all kinds of crazy rulesets and stuff, but since there seem to be a lot of people running monos these days, we figured we'd pull some strings to make that easier. mono runs suck a bit less, normal runs get more options. everyone wins! grinding raise your hand if you like grinding. no one? figures. grinding sucks a lot in general, and reborn has a pretty bad relationship with grinding in general since easier methods of grinding don't really vibe with the whole "disaster city" aesthetic. there are some things to help make grinding easier than just battling wild mons- that's why there are grand hall trainers and indra. these aren't perfect, though. indra gives you a random team (because he's a clown) and i suspect a lot of people don't realize that the grand hall trainers exist. then if you want to add new mons to your rotation you gotta use the exp share (which an alarming number of people accidentally trade off) or put them as the lead in your party and rotate them out.... point is, it sucks. once you hit late game, most players start to ev train their teams to help make improve their teams. problem is, there aren't really any dedicated places to EV train, so it starts coming down to going to finding the best place to get EVs and dealing with how well that actually works for the stat you're looking to boost. it's still pretty slow, and the fact that locations aren't consistent for it mean you have to avoid a lot of fights. point is, it sucks. the dex quest also ends up being a pain since the process of acquiring every single dex entry means you have to do a bunch of inventory management with your exp share alongside pulling your mons out of the pc and everything. it ends up being really long and tedious since you can only train one mon at a time like this, and you've got a shitload to do... point is, it sucks. so we've got some stuff to help. repeatable trainers also give EXP candies. the benefit here should be pretty obvious. if you're bringing someone new into rotation then you'll need to give them a lot of exp so they're around the same level as the rest of your party. this is one of the few gen 8 additions that we're throwing into the game immediately. exp candies won't push you over the level cap, though. EV items are much stronger. much stronger. power items got an 8x boost and now give 32 evs in whatever stat; the macho brace now boosts your ev gain by 8 instead of 2; and the pokerus boosts your ev gain by 4 instead of 2. the pokerus is also a liiiiittle easier to get. the EXP share has been moved up. its original location now has an EXP all. so this is the big one. exp candies already make late-game grinding a non-issue. feed your newly hatched mon a candy, they gain 500 levels, game ez. the exp share is now a lot earlier to both make teambuilding easier as well as to still make it useful. the exp all exists to make giving out enough experience between badges a non-issue. every trainer now effectively provides 3.5x the original experience. more importantly... the EXP all toggles on a hard level cap. i suspect my mention of an exp all concerned a lot of people. it originally also concerned me. this is my solution. to explain why this matters, i'm gonna have to talk about the level cap. for those who don't know the difference: right now, reborn has a soft level cap. that means if you hit the maximum level before the next badge, you will keep gaining exp and can level up over the cap. a hard level cap means that you stop gaining exp entirely when you hit the level cap. you can still level up over the cap, but you'd have to use a rare candy to do so. if you've played rejuv or deso, they both use a hard cap. there is a really strong debate over which cap is better. i'm very firmly on team hard cap. the obvious problem with the soft cap is that you risk overlevelling your team and thus having problems with disobedience. this used to be worse before e18, since your mons would immediately stop obeying mid-battle. you still risk going over the cap between battles, and if you're in a gauntlet where there are multiple battles back-to-back, the disobedience doesn't carry over. the advantage of the soft cap is that you can learn moves or evolve if the level for doing that is slightly over the limit. i don't buy this, since you can still do that with a rare candy if you have a hard cap. the exp all would also make the overlevelling problem much worse. the convenience of the exp all comes with the chore of needed to effectively "inventory manage" your level. we were considering a way to toggle what level cap you have, but i feel like the inclusion of a method to just change that wouldn't really fit well within the context of the game. i suppose i already gave away the solution i thought up for this earlier. spoilers for five paragraphs ago. the exp all is a really convenient way to include a togglable level cap without shoehorning in some weird mechanic. it's great. it makes everyone happy even if i feel dirty for allowing the soft cap to still exist. finally: mons give more exp at higher levels have you ever noticed how levelling up happens fairly quickly until, say, level 60 or so? then as you go over that level it gets slower.... and slower......... that's basically a result of how exp gains work! (we're gonna get into some math stuff, so if numbers scare you, just skip a few paragraphs.) the short answer for why this happens is that the rate of increase for exp gain is linear while the rate of increase for exp requirements is cubic. so let's say you're fighting a powerful staraptor. and let's say that you're an adorable meech. with both at level 20, meech would have to defeat about 3 powerful staraptors to level up. with both at level 50, meech would have to defeat 9. in early game you don't really notice this because the base exp of your opponents increases as you gain levels. the formula for this is: base exp = (base stat total) * [evolution stage modifier] the modifier gets bigger as the evolution stage increases. most pokemon follow this formula. we could get into this- however, this is not a post about the formula. the point here is that the base exp increases because the pokemon you fight are stronger. you're not going to fight a powerful staraptor at level 50 because it'll have evolved by then, and its evolved form gives more exp. the problem is that when pokemon stop evolving, base exp stops increasing. i mentioned this in a devblog post about increasing the level cap here. (holy shit that was two years ago help) back then i said i was gonna adjust the level curve to deal with this. problem is, adjusting the level curve takes a lot of effort. giving you more exp is easy. so i'm going to try a thing where you get an additional 1% of exp for every level over 50 your opponent is. at level 75, this is a 25% boost. at level 125, this is a 75% boost. levelling up will still slow down over time... but it'll be nicer about it. something that i also mentioned ages ago without comment was mining changes. the mining minigame is a common way to get stones and fossils. problem is, it's missing a few stones, and the fossils are stupid hard to find. so i fixed that. check it: along with the addition of these four stones, the odds of getting each item have been adjusted. basically, it's easier to find items that you actively want and harder to find items that you don't. future playthroughs can say goodbye 100 oval stones, everstones, and hard stones. i feel like i had more things to talk about. i forget what they were, though. EDIT: i remembered one!!!! hard mode isn't happening. i don't have time. i gotta make 5000 more teams for postgame yet anyway. we can just let the modders do their thing. i'm sure y'all are gonna have some thoughts™ in the comments. the last time i fielded questions (which wasn't public) i had some pretty severe regrets, but if i see some things getting asked a lot i'll edit them onto this post. suggestions will probably be met with a no. in particular, this no: excellent suggestions will have more of a response. Q: Will deliberd have egg moves? A: the odds of delibird having egg moves is the same as the odds of my spelling its name wrong every goddamn time. so yes. Q: Will boss fights have their levels adjusted since there's the exp all now? A: uhhhhhh maybe. this isn't really something that I can answer now since it'll take some playtesting to figure out what that point might be. we'll see and will do it if we have to. Q: Will I be able to get the exp all if I already got the exp share? A: deffo. just drop back by the house where you got it. Q: I'm sad that the game is going to be easy now... A: that's not a question. it's also not a thing. we'll have to do some mid-episode rebalancing, but the level cap will still exist and you're still gonna have to strategize to win fights. the point of this is to make team composition easier. Q: Will relationship points change at all? A: a little. they aren't as big of deal as everyone seems to think they are, so i don't really think it's worth worrying about. Q: Would you recommend playing from the beginning again? A: i would lightly recommend playing from the start. the whole game itself will play a bit differently now. Q: Will the hard cap be something we can choose from the start of the game? A: yup, but it's permanent. Q: Cass, you made [some mod] for e18.4. Will it still work with e19? A: no, i'll have to remake it, but a lot of these mods are just... stuff i whipped up in 15 minutes. if you remind me about it, i'll repatch them into e19. Q: Will the TM distribution get changed in e19? A: yup. it's also, in general, set up to offer more useful options earlier than in e18.4. Q: Hard mode is dead. Is easy mode also dead? A: maybe not! i'm not quite ready to cancel it since it'll take much less work on my end to make it happen, but i'd still say it's unlikely. depends on how much people want to make their friends who are less into the battle system play the game.
    87 points
  12. So I don't think I'm gonna need to point out that little testing bar in the progression tracker on the right... But in case you missed, there sure is a testing bar in the progression tracker on the right! Meaning that V13 is officially out of the internal testing stage and has reached the next stage of testing. Hurray! Progress is being made and release is creeping closer! But, it's still going to take a little time. Now, as I've noticed in both the dev blog comments & the V13 discussion thread, there are a lot of questions about testing, so I'm compiling the most frequently asked questions in this post so you have all the answers you'll (probably) be needing in one place, and won't have 230498203498 people asking the same question over and over again, yaaaaaaaaaaay *cough* anyways. "Ssssssso what does testing of the game really mean?" The word really should speak for itself already, but testing of the game is catching any game breaking bugs, such as moves and items not working properly, tile & passability errors, AI errors, sound errors etc. All kinds of errors and bugs that really shouldn't be there, and therefore should be fixed before the release of the game. We don't want to release a game publicly that barely functions and keeps breaking at every turn because that's really not the kind of experience we want to give you, which is why this stage is necessary before we can bring out the update publicly. Yes, I know that some people have been saying like "ohhh i don't mind, i'll just avoid the bug and note what not to do!" but I'll be 100% honest here -- the second people start running into problems and can't fix it on their own we're going to get swarmed with complaints and the same bug reports over and over, and for the sanity of all of the people on the dev team, we're not going to do that. "How many stages of testing are there?" In total, three - Internal, Alpha and Beta. We've moved from internal to alpha a little less than two weeks ago, which is a testing phase held with a closed, small group of people trusted by the dev team who go through the new content to sift out the biggest, baddest bugs. After we've progressed far enough into testing in the alpha phase, we'll be moving to the beta phase, which is held with a larger group of people. At this stage we should be at a point where people will start finding smaller problems that might've gone unnoticed during alpha due to a smaller number of people testing things back then, but all the big issues should hopefully be taken care of! There was a little confusion about the naming of these testing stages this week, due to what we currently call alpha having been referred to as a second round of internal testing in the past, and people thought another round of testing has been shoved in between. However, all that's changed is the naming of these testing phases -- the actual structure of testing remains similar to previous dev cycles and fundamentally hasn't changed. "But, but but but- if testing has been going on for almost two weeks, why is the progress bar still at 0%?!" No need to worry -- the bar just doesn't get updated often. We've made progress! Just don't expect that bar to be an accurate representation of our progress at any point in time, lmao "How long does testing usually take?" I really cannot give you a time estimate for this, because it entirely depends on the amount of content an update brings with it. V13 is -- like stated in previous posts -- a massive content update, both in terms of new content and older content that has been revised. There's a lot of ground to cover for the testers and it simply will take some time for most people to get through everything, both during alpha and beta testing. There's no saying how long testing will take in total, but hopefully stuff will go smoother once all the worst bugs have been taken care of. if you want to know how bad it has gotten at times, ask azery. he's had a minor meltdown at least three times at this point i think. please send him your strength and energy "So when does V13 come out then?" Again, no release date because we don't know when we're done with testing, but... I'm sure you'll notice when we're getting close. :) Hold onto your horses a little longer, yall o7
    86 points
  13. So, this post has been a long time coming. This is something that plainly just needs to be said. Intense mode has become a problem. Let's rewind a bit. Back around... I wanna say v4-5? Intense mode as added as an extra challenge for players. It started out fine, but as the game went further and further, things became quite out of control. Things that are our faults, and things that is just there because of Pokemon's inherent gameplay flaws. Everyone wants something different out of Pokemon, and fundamentally, the way Pokemon is structured, every experience is different depending on the selection of mons available, yes? While this is a good thing, it does come with its own drawbacks. Balancing nightmares, being up and front. I can say with confidence that it is literally impossible to create a difficulty mode that makes everyone happy. I see why Game Freak let go of the idea of challenge modes (For the time being.) So what does this mean? What am I getting at here? I'm just going to say it plainly. From 13.5 on, Intense mode will be removed from the game. Now, I can see a couple of you heading towards the door, but I ask that you stick around and read the entire post before doing so. I understand Intense mode is a feature that is beloved by many. However, the side effects of this mode existing have completely gotten out of control. The gatekeeping, the "get good" attitude, the back and forth on who is right and who isn't... This isn't what I wanted this to be. Rejuvenation was supposed to be a fun project with fun characters, worlds, and experiences. It was not about creating some ultimate challenge, even if it veered down that path anyway. In the end, this has no longer become fun for me, and that's when this becomes a serious problem. If Jan stops having fun, Jan stops making the game. Rejuvenation is an incomplete game. I think even adding a different difficulty mode so early on was a bit of a hasty and foolish decision on my part. I want to focus on perfecting the base game before even thinking about trying create something like intense mode ever again. I don't want this to be the ultimate end of the mode, though. Yeah, I know I said I'm removing it. We officially will not be working on it any further. But those who are interested in keeping it alive are allowed to do so. We're handing this over to the community. When the game is complete, I would like to consider restoring it. But for now, I believe this is what is best for the game's overall health. And quite honestly, keeping tabs of both normal, easy, and intense mode altogether was just... too much. (Easy mode shall remain for accessibility, however.) That's really everything I have to say on this. It's a decision that was not easily made, but I believe it to be necessary going forward. I understand that this will bring frustration, but it's how things are standing as of now. Please, if you have any further comments and or questions, post them below. We will be reading and responding when necessary. Thanks. -Jan tl:dr -Intense mode warped the game's vision into something it was never intended to be -As a result, it is no longer being officially worked on. -Intense mode will be handed over to the community to work on as a mod if they so wish. -When the game is complete, we will consider the possibility of restoring it officially. -Easy mode will remain.
    84 points
  14. hi everyone. there's something that i need to say. so i've been working on this game now for, what, three years? a lot has happened during that time. now, i've always done my best to maintain a high standard of quality with my development posts. i am the most professional person i know and i believe that comes across in all of them. i especially pride myself on the extent to which i capitalize all of my letters. it is because of this- my aim to provide you all with quality and accurate content- that i am here before you today. i have misled you all. i have said something that is not only false, but offensively so. i am truly sorry for this. so i feel the need to clear the air. two years ago (holy shit has it really been two years???? jesus christ what the shit time is fake what have i been doing this whole time) i made this post regarding the content that will appear in postgame. one of the things i said in this post was this: well. oops.
    78 points
  15. SPU delivery for a certain P̸͡L̸AY̴͢E̢͘R̷̸! Hey, uh… Is this the right place? I’m s’pposed to deliver this to P̸͡L̸AY̴͢E̢͘R̷̸… They told me they were staying over at this place for the time bein’. ...Oh, they’re not here right now? Well that’s a lil’ unfortunate. Do you mind holdin’ onto it until they receive it, then? That’d be real great, thanks. It’s uh... Kind of a suspicious package if you ask me, bro. What’s up with it lookin’ like a present and that creepy lookin’ mask… button… thing... holdin’ together that ribbon? Not that it’s really any of my business, but y’know… Kinda has that uncanny feelin’ about it. Dunno. Don’t really trust it. But anyways, I was given a note alongside the package with a message on it that I had to pass on to P̸͡L̸AY̴͢E̢͘R̷̸. It reeeeeaaadds…. “Open and you will find a clue to the path forward. A trial awaits for you to solve on the way to your goal, but speaking the answer out loud will turn your words into dust.” I… really don’t have a damn clue about what any of that means. My first guess is that it means you have to keep things to yourself, but why? ‘S not like it’s actually physically possible to have your words turn into dust, is it? ….right????? Well, either way— this cryptic stuff is none of my damn business, so I’ll uh… Just go and take my leave, yeah? See ya around, dude.
    75 points
  16. hi! we're still here. still going. i don't want to write a post though, so take some pics and have a nice day
    69 points
  17. hello quests are progressing well! we'll have another talk once we're done with them. but that's not what i'm here for today. today, instead... well, some of you will remember that a few months ago i posted about Anomaly Battles however, i realized that i forgot to mention one small detail about them. those other-worldly auras that alter the rules of reality and cause their subjects to behave erratically? they don't affect only pokemon. (once again, huge shoutout to cass for making the bulk of these teams, girl cray, much appreciate her ty )
    66 points
  18. Pt 1: It's Been Getting Colder Recently... (Spoilers) Pt 2: This World Is Yours Too. Pt 3: Music From The Depths of Hell There's still much to be done, but we're still way over half way. No 2020 release, but Soon(tm).
    65 points
  19. Hello, one and all! Long time no see, I have not made a devblog post in quite some time. Alas, you will have to wait a little longer for such a thing. You see, this is not a devblog post. There is nothing of note happening here, I'm just taking a stroll and making a delivery, and you happened to bump into me as I did. Of course we can have a nice chat, but there's no reveals or info about E19 here today. Not from me, no siree. You see, we have just recieved a fresh new batch of assets and art from the 'Pokemon Reborn Art Factorytm'* that I need to deliver to the 'Pokemon Reborn Assets Storage Warehousetm'. So I'm carrying this box of top secret art for top secret postgame things. But I'm not in a rush, so thought I'd say hello along the way. ... What, did you think I was going to drop the box? That I'd spill it everywhere? That it was all a funny bit to frame me revealing some art? Preposterous, I would never do something so expected. I'm hurt you'd even think such a thing! So hurt, in fact, that I am going to leave right now, angrily! But alas, as Marcello stormed off, he did not realise there was a hole in the box, and some of the top secret art fell out. Whatever could they be for? *We do not actually have an art factory this work was done by Crim I was just doing a funny bit but also Crim is great thank you Crim.
    63 points
  20. Whoa! Wasn't expecting one of these until after V13, were you? Well, Boy Do I Have A Surprise For You(TM) For context -- not too long ago I mentioned to Jan that if I had free time I'd like to try and redesign some of the outfits for the Team Xen members, for the heck of it! The designs were thought up on the fly and the generic grunt uniforms were a bit too similar to the original sprites they were edited from, so I wanted to see if I could redo the designs to be more thematically cohesive, while remaining recognizable compared to their old outfits. A few days ago I decided to finally start on them... ...Only for me to get the urge to actually go through with them and add them in the game. Sooooooooooooo here's the conversation that followed. Now, as you probably know from Rejuv at this point, is that some of the characters have special animation sheets for the overworld, making it harder to get everything done in one go due to having to edit both the default overworld sprites *and* the animation sprites, as well as having to take care of some of the new overworld sprite sheets that are necessary for V13 content. So long story short, OW sprites were the biggest concern -- and therefore the Xen redux would probably have to be added in V13.5. HOWEVER, since there's a lot of people who will likely start a new file for V13 and would want to play the side stuff in V13.5, I wanted to push for a V13 insert so people would get to see the designs on their fresh playthrough and get the biggest brunt of the work out of the way ASAP, which is the VS/Battle sprites + the official art. And I'm more than happy to tell you that I got the go ahead to show them off + managed to finish them today -- So here are your redone team Xen members, all neatly tucked into a spoiler so the page isn't long as hell by default! (By the way, as a disclaimer: Please note that the sprites might not be the final product that will end up in the game and are subject to changes/improvements!! The official art is final tho :]) To wrap everything up into a neat little bow, here's the sketches I made of the grunt designs + a bonus height chart for the admins I made while drawing! Hope y'all are excited to see the designs in the game when V13 comes out! As per usual with these character art posts, the art has been added to the Official Art Thread, as well as icons. No wallpaper updates yet -- that's something that'll have to wait until after V13 is out. Anyways, that's it for me for real this time -- You probably won't see me post stuff on the blog until after V13 at this point. Just a little while longer y'all, we're getting there! Until then! o7
    62 points
  21. 13.5, while not a huge update in terms of main story, is a huge update that will focus on a lot of smaller things at once. Why am I taking the time to make a 13.5 update? Well... version 14 is going to be a huge undertaking and I want to be able to focus on it in its entirety. As a result of that, I want to make sure I tie up any loose ends and clean up everything I can. So what is being looked at in 13.5? Terajuma Grand Dream City A new questing system QOL updates (Quality of life) Gen 8 DLC* New Aevian forms *On the note of DLC... Obviously, I'm aware of the new forms being revealed in Legends: Arceus. We're going to have to wait for those games to come out before we even touch those. There's also the issue of stats not exactly being calculated the same in that game? So we'll have to do some tinkering with that. Terajuma and Grand Dream City There were changes to Terajuma this version, but they were very superficial. I actually wanted to do bigger changes there, but it was bloating the v13 cycle. Couple with burnout, a lot of stuff was shelved temporarily. Same with Grand Dream City. Both areas will be receiving some clean up and polish. Some small previews of Terajuma: New Questing System There's a new quest logging system! Whenever you accept a quest, it will be logged in a brand new menu. With this you can see which quests are currently active, ones that have been completed and ones that have expired. Additionally, you can check exactly what you need to do at any given time! So no more guessing! New Aevian Form(s)? Yes, there will be new Aevian forms, of course. In fact, on my Patreon, I already revealed a new one! There's not much to say about this one, so just take a look! >Meet >Best Friend Meet your new Best Friend! That's all I have to show for now! 13.5 progress has been going steadily. That being said, I don't expect 13.5 to drop this year, and that's probably for the best. A break is always nice. I'll try to be more frequent with updates. Perhaps every other week? We'll see.
    51 points
  22. SPU delivery for P̸͡L̸AY̴͢E̢͘R̷̸! ...Again! Oh, it’s you again. Did P̸͡L̸AY̴͢E̢͘R̷̸ receive the previous package? Because I have ‘nother one for them. But, just between you ‘n me… I trust this one even less than the previous one. It looks the same, but i'unno dude. Swear I heard buzzin’ coming from inside the box while carryin’ it up here. I don’t know what was in that last package, I don’t wanna know what was in it, and to be honest? I’d really rather not know what’s in this one either. Oh, and before I forget ‘n leave, they left me the same note as last time. Y’know... About words and answers turnin’ into dust or somethin’. ...Huh? So you figured out what that note meant, and you really weren’t actually able to speak whatever answer they’re talkin’ about out loud or you’d just fall quiet for some reason? That’s… Really freakin’ weird. I dunno what they put in these boxes, but you won’t catch me peekin’ in them out of curiosity, even if the first one had me tempted, to tell you the truth. Not anymore, nonono. Either way, I have more stuff to deliver. Hope there’s nothin’ too crazy in there, dude. See ya around, ok? Later.
    50 points
  23. ~ Excerpts from Patreon ~ ~ Urban Smoke and Nature's Bliss ~ Hey everyone, long time no see. It's that time of the month again where I jumble together a number of items we've worked on, and try to find a theme that links everything together. It's certainly a reach to call that process a success this month, but it's the thought that counts. Today, I'll briefly discuss our inner workings in a number of locations, including Cellia East and some... well, areas we've decided to leave unnamed. - A snippet of one of Ruby's masterpieces that will appear in-game. - To begin with, let's take a step back to see how the greenery has been growing: Old Content #################### | Map Updates (80%) #################### | Script Updates (55%) #################### | Misc (65%) -------------------------------------------------- #################### | Total (67%) New Content: #################### | Story (65%) #################### | Mapping (90%) #################### | Scripting (55%) #################### | Sidequests (75%) -------------------------------------------------- #################### | Total (71%) Yup, it's getting there. Bear in mind that these parameters are educated guesses more than anything. Anyway, now onto the actual update. Big Smoke and Blinding Lights Work continues on the bright lights of Cellia East. Only now, the end is actually within sight. Frankly, it's very comforting to actually see that nightlife coming together exactly as intended. It's been a long time coming, but it's definitely getting there. Thanks for hanging in there, you must be... The last few bits and pieces in Cellia East includes completing and tidying up some sidequests, and finishing the eventing processes within the Prison. These are all areas that have been previously revealed. After that, we can finally say with certainty that we're proud of the overall package that we call "Cellia", which is an exciting prospect. There's also a lot of balancing that still needs to go in within this area, including battles, item placement, quest rewards etc. It's the largest city area that has been created for the game thus far, so there's a lot of tweaks that need to be done for us to avoid things going awry at launch. A final reason as to why Cellia East has taken so long is one that I have iterated many times before. This district is my first real attempt to nail the world outside of the main story. Not just NPC's, but characters within sidequests, and the stories they have to tell. I want to make sure that every story is interesting within itself. This is something that I'm dedicated to, in order to reduce filler, and increase the amount of interesting and thought-provoking plotlines to explore. A Breath of Fresh Air Some of you may recall that we actually ventured outside of the dark and catastrophic atmospheres of Cellia and the Dreamscape in a past update. Well, we figured that it's been long enough since we broadened our horizons, and decided to share that with you. Obviously, it's clear that we've kept everything outside of Cellia and the Dreamscape pretty carefully under wraps, and we'll continue to do the same... at least for a little longer. But... there's definitely room here for at least a couple of screenshots. Yeah... your eyes aren't deceiving you. There's actually a world outside of the city! Firstly, you'll immediately note that the general aesthetic of this area is pretty unique, especially compared to past areas. This is because the talents of Crim, both from a graphical and mapping perspective (with help from everyone's favorite post-man, Posty), have allowed this entire section of the game become a unique area with its own personal feeling. I'm really proud of the work they've done on this, and following, areas. I can't beat around the bush - there's still lots to do. From the main story, to side quests, to general world-building... it's a lot. However, I feel like I can express some genuine happiness in saying that the end is actually within sight. There is an endpoint, and I feel as though we are no longer lost within a swamp of dev tasks. I find that pretty exciting, and I hope you do too. That'll be all for now, folks. Cheers for sticking with me! Till next time, Caz
    49 points
  24. ~ Excerpts from Patreon ~ ~ Starting your Quest... ~ Hey Reborn! New month, new update! So let's cut to chase and talk about what's new. Spoiler alert - there's some cool stuff in this one. This month's update is particularly important, as we have taken a broader look at things that we have needed to improve from both a UI and RPG perspective in order to make the game run more seamlessly. Two major ways we've decided to increase accessibility to the game's RPG elements is through character selection and an in-game quest log - both of which being completed features that are ready to go for Episode 6! So, let's dive in... ~ Ruby's WIP of Hardy, after he becomes a lieutenant of the Black Foxes ~ Character Selection ~ To kick things off, I had best talk about how we have altered character selection and the role of gender. From E6 onwards, your character look and gender will be completely separate variables. Initially, we settled on having two new non-binary protagonists, which were unveiled by Ruby some time ago. However, it seemed obvious later on to completely separate these altogether. You can now, for example, select your gender as 'female' or 'non-binary' and continue to select Chad or Diego as your character model. To celebrate the full extent of these changes, we have decided to completely overhaul the character selection menu at the beginning of the game. Let's see what Ruby's been up to: After introducing yourself to Rosetta, you will be brought to this elegant menu in which you can choose your starting character - be it Daniela, Sienna, Robin, Chad, Diego, or Avery. If these profiles aren't enough for you to make a decision, you can feel free to select one of these characters and bring up a secondary menu (shown in Patreon only just for now). From these selections, you can see your transition sprite, trainer sprite, and overworld sprite. Ruby has made a great stylized template for all six characters. If you feel like you'd like to change characters later on, this remains a feature in Cellia Central. For those of you who are worried about the selection of your gender in your E5 save - the game will ask you to clarify your gender when you begin E6 content. There's more to characters in E6 - including features that we are keeping closer to the chest for now. It's an exciting time to be working on the game, that's for sure. ~ Quest Log ~ Oh boy, it's happening. One of the most HEAVILY requested features in Desolation has been to implement a Quest Log for the game that informs the player of what they have done, and where they need to go next. I put this off the longest period of time, mostly due to my own technical limitations - however, we were 100% saved by one member of the Reborn community - Yumil. Yumil has been working on the Quest Log for some time, alongside his other fan-game additions, so we would like to give him a massive shout-out from us for pioneering this component of the game and getting it to work so well. Feel free to send a thank-you his way for the effort he has put into this. That aside, let's get into what he has created... Firstly, the menu can be accessed in the PokeGear, as shown here: At first glance, the menu doesn't really show much of anything - as undiscovered quests will appear as '???' until they are discovered later on. When you are exploring the in-game world, you will interact with NPC's and other characters that will trigger quests to be started. Once a quest is started, or an objective is complete, you will be prompted with this update: After you are prompted, you can access the Quest Log to see your newly discovered quest... When you access this newly discovered quest, you will be met with your completed objectives, and the next objective you need to complete, as prompted by the quest-giving NPC you previously interacted with: Orange represents an incomplete quest or objective, and green represents a completed quest or objective. For better representation of this, this is what a completed quest looks like: When a quest is completed, it is shifted to the bottom of the Quest Log and marked "DONE": So yeah - that basically explains it. It was originally intended to exclusively track side-quests, but as we developed it further it was clear that it could be certainly used for main quests as well. As such, the side-quest and main-quest tab has been separated and can be switched between. Finally, we've also decided to have a bit of in-game fun with the quest log... you'll certainly find out how so soon enough! Again, massive shoutout to Yumil for all the work he has put into this feature. We wouldn't have been able to bring in this awesome feature without him. It's been super fun writing and implement the main quests for this game (although I'm not sure how much fun Posty has had to do the same with the side quests). Also a wee shout-out for Ruby and Crim who worked on many of the sidequest names. This pretty much wraps up our content for this month. I've been working on the story on the side, of course, but for obvious reasons, I am keeping that in-house for the moment. Cheers for the support everyone, let's keep this going! xoxo Caz
    49 points
  25. by the way, if you throw a shitfit in the comments about this decision, i will bite your head off and that's a promise
    47 points
  26. IT HAS BEEN A WEEK SINCE V13 CAME OUT. TIME IS A SOCIAL CONSTRUCT, AND THEREFORE I AM NOW HERE TO FINALLY PRESENT TO YOU; *inhales* ALL THE OFFICIAL ART & MUSIC I'VE MADE FOR V13!!!!!!! ...ahem. Anyways, so like I promised, here's everything I've made! There's a ton of it. And a lot of it I've also been sitting on for like a year! But I'm very, very happy with all the work I've delivered for this version, and I really do hope you guys will enjoy it as much as I'm excited about it. Everything will be put in spoiler tags of course -- both for reading comprehension AND for the sake of not accidentally spoiling someone who's not seen all of these yet. Actually, if you're here and haven't beaten V13 stuff yet, why the heck are you spoiling yourself??? you fool. you clown. you utter buffoon. you absolute walnut. go back to playing the update. don't ruin the experience for yourself!!!!!!!!! unless you willingly chose to do this. i guess i have no say over your actions so it's entirely up to you in the end! but anyways, let's get to it, shall we? enjoy! V13 COVER ARTWORK: Vague Clarity V13 BONUS ILLUSTRATION: Aelita (1st popularity poll winner bonus illustration) V13 - PEARL ROUTE KEY ART (HEAVY SPOILER WARNING) CHARACTER ARTWORK(HEAVY SPOILER WARNING) V13 TEASER (+ Some drawings assets that flash by!!) V13 ORIGINAL SOUNDTRACK PLAYLIST (Not including the music done by Glitch, sorry ) As per usual, all the official art alongside links to the full resolution art (and wallpaper versions!) can be found in the Official Art Thread, alongside bonus icons and character wallpapers! i spent........ SO much time on writing this post and also accidentally lost half my progress twice so i'm sorry if i missed anything LOL... Oh, and if you're worried about a certain group of mons... Don't worry. A future post will have more about those. :) Until next time!!! o7
    46 points
  27. ~ Excerpts from Patreon ~ ~ Old Times ~ It is now July... which makes this a pretty important month for us in the ol' dev team. In fact, this month celebrates one year since we put our hearts on our sleeves and revived Desolation by dropping Episode 5. Boy, time has really flown. We feel extremely privileged to have received such incredible support from everyone since the initial release, and during this long development period. Honestly, thank you guys so much! On the theme of reflecting on the old times, I thought I'd spend a bit of this update looking back on some old locations and people... and how we've modernized them just a bit. The New Let's begin with some new stuff. Well, work continues on the eventing side of the Dreamscape's new area, the Waterscape. It's much larger than the Dreamscape we are used to in E5 and full of new stories to hear... and secrets to unfold. As was the goal for the original Dreamscape - exploration outside of the main course is paramount and will be greatly rewarded. Besides, there's nothing like helping some folks in need, or spending some time to prove that you're the best, I guess. You won't travel to every area in the Dreamscape in the new Episode of Desolation, so make sure that you take some time to have a look around... it might help you out later! This part of development is taking a long time, as it is much less linear than most other areas we are used to, meaning there are a lot more gaps to fill - I want this area to feel like it's full of content, rather than just empty space - every corner should be well-utilized! In conclusion, it's an experiment that I still want to realize to its maximum potential. In my mind, the Dreamscape is a mostly open-world experience, and Ayrith is pretty linear, and E6 will mostly reflect this. Moving quickly on... The Old(?) I query whether this is actually 'old' content... because it isn't really. We've done a bit of overhaul work recently on the majority of the outdoor maps on Amaria Island, just to help bring them to the polish of newer locations such as Cellia East. It's come along rather nicely. This one just reflects some changes to trees, a new sand tile, and some better transitioning between the grass and the sand. This one is more comprehensive, featuring increased detail, some new tiles, and an overhaul of the existing trees. This one just has some logs lol. Yes, a bridge exists here but events don't appear on the view I used to get these screenshots. Don't harass me for this error pls xo But for real, it's nice to see some of these areas look just a wee bit sharper. Speaking of old stuff looking sharper... this brings us to the fun part of this update... an update to the Rangers! Ruby has gone ham once again and redesigned the existing Rangers that you may remember from early Rangers quests. With their increased future importance, it felt fair to give them more familiar faces going forward. For now, I'll simply share with you the concept sketches that Ruby created: The three characters (from left to right) are Myrtle, Dan, and Lucas. I'm as excited to see them in-game as I hope you are! Again, I'm very excited to see these characters feature in the E6 update, and feel just a bit more alive. Anyway - that concludes the update for today. In a general sense, development is going well, and I'm extremely happy with our current progress. We're getting there, and we're proud of what we're creating. It's a fun ride! Again, thanks for the support from everyone here. I can't believe it's already been one year since we came back - here's to many more! Until next time, Caz
    46 points
  28. I'm sure many of you are probably familiar with the Rejuvenation wiki, or at least have tried to look it up before... Only to find it rather lacking in its appearance and contents. For a long time the wiki has gone neglected and contained a lot of outdated information about the game. Recently the wiki has gained a completely updated look to it, but the problem of the wiki being barebones and containing outdated information still remains. Well, fear no longer, for today marks the day that we're launching the Rejuvenation Wiki Expansion Project! The idea is to get people together and update the wiki with as much information as possible, so people will have a reliable source of information to go to in the case they need to know this. Part of this project is also writing a proper summary for the game's story -- this is something that we know that people have been asking for a long time, so where else would be better to have a summary for both the overall story and each chapter than on the wiki itself? We've set up a discord people can join for the Wiki project specifically so talk about it doesn't flood the channels on the Reborn discord. The discord is mostly to discuss information put on all the pages and to help each other with formatting, so it's not going to be a community discord akin to what Reborn has and really more one for the sake of project organization. We're still affiliated with this community however, so the same rules of conduct apply -- it's expected that you behave accordingly. If you wish to join the discord, you can click here to join! Either way, your help would be greatly appreciated. The devs will also be around to keep an eye on stuff (though please don't ping us unnecessarily, we will kick you for that stuff) and will pitch in from time to time. Thank you in advance! o7
    45 points
  29. Hey, SPU delivery! Listen, it’s the same kind of package for P̸͡L̸AY̴͢E̢͘R̷̸ but please please please just take the damn package off of me, I don’t wanna be holdin’ onto this for any longer! There’s something SHAKIN’ in there dude! I felt it! It’s creeping the shit outta me and I really don’t get paid enough by SPU to be dealing with haunted or possessed shit! Ya know the drill by now, no speakin’ the answer out loud and everythin’, yadda yadda yadda! I dunno if it’s your friend ordering these boxes or someone’s sendin’ some fucked up shit to them as a joke, but I hope for both of your sakes that this stuff doesn’t end up blowin’ up in your faces. I don’t wanna be the person who unknowingly delivered a dangerous package to a pair of unwittin’ victims! Anyways, I feel like if I stay around this thing for much longer I’m gonna end up cursed or suffer from some other horrible shit, so I’m outta here. Don’t do anythin’ reckless with that damn box that puts yerselves in danger, ya hear me? I dunno if we’ll be seein’ each other again soon, but you better take care during whatever’s gonna happen next, dude! Don’t go dyin’ from some weird box on me now!
    45 points
  30. TL;DR Someone in testing wasn't able to run the game and I freaked out. So this is an explainer for MKXP and why we're using it. There will also be a linux version! Hope I'm not interrupting anything. So, a while back, Jan mentioned that v13 would run entirely on MKXP. There were some people who were concerned about this because of the hardware requirements for the reborn/deso brand MKXP. In response, I said this: This comment didn't age very well. We may have some issues. I haven't posted over here before (hi rejuvians) but y'all who know me from the reborn side are probably used to my big-ass deep dives into technical problems. This is going to be a little bit different (and more serious) than all of those since this involves a problem that I made and can't easily fix. You can skip ahead to "should I worry about this?" if you just want to get to solutions. They exist- they're just not convenient. What's MKXP? MKXP is an open-source implementation of the RPG Maker XP (RMXP) engine. Its original purpose was preservation; RMXP originally came out in 2004 (likely making it older than some of y'all reading this) and technological progression since then has risked old RMXP projects being lost to the sands of time. In ensuring that old RMXP projects would still be functional in the modern era, it implements a lot more recent tech than the original program used. This means that we get much better performance out of the engine. This is a pretty big deal since RMXP itself has a tendency to grind to a halt under the weight of everything the crazy-ass local devs 'round these parts throw at it. The RMXP engine still sucks, but MKXP makes it substantially less noticable. It also means that we can support mac and linux! Why isn't rejuv using RMXP still? If you've checked out reborn/deso, you've seen that there are two exes- "game.exe" and "game-z.exe", which use RMXP and MKXP respectively. Rejuv will only have one- "game.exe"- and it uses MKXP. This decision was made because it means we can use Ruby 3.0 instead of RMXP's version, which is 1.8.1. Ruby 3 is much faster. v13 won't even be tapping into its full potential since, well, we don't have time for it. The problem, then, is that we can't run two versions of ruby at the same time. Going from ruby 1.8 -> ruby 3.0 is a one-way street- I wanted to pop out some performance comparisons to show how much faster it was, but since it was saved with a different ruby version, my v13 file doesn't work with v12. If we were still working with the MKXP of yesteryear, this would be a much bigger concern; thankfully, though, we are not. The reborn/deso version has higher hardware requirements- specifically, it requires OpenGL 3.3. v13's version will only need OpenGL 2.0! CPUs have been shipping with OpenGL 2.0 since 2006, so this would make this hardware requirements effectively identical to that of RMXP. Anyone who could run the old engine would be able to run the new one. Thus, we decided that we may as well move engines and get the performance boost. ...but this post exists, so you know that's not the end of this. So why does this post exist? Windows. The fact that you have a CPU that is OpenGL capable does not mean that windows is going to support it. If your CPU isn't supported by, say, windows 10, it means that this entire time you're probably running microsoft's basic bitch display driver, which comes with OpenGL 1.4. That happens to be what RMXP runs on, but it's not good enough for MKXP. That's a problem. Finding out that release day has arrived only for you to be unable to play the game you've been waiting to play fucking sucks. This post exists so (hopefully) none of you have to deal with that. Should I be worried about this? If you are able to run reborn/deso MKXP, you are fine. If you use Windows 7, you should be fine. If you have a dedicated GPU, you should be fine. The rest of you: step into my office. Uh-oh, am I in trouble? Probably. The good news is that there is something you can do to get the game to load. There's a DLL that you can drop in your game folder that will be enough to get the game to open. Bad news is that it runs like shit. If you want to at least be able to play the new content (which is very good, IMO), this will allow you to do so. There are a handful of troubleshooting steps you can try to make your CPU/GPU play nicely with windows. You do not have to do any of this now. If you'd rather wait and see if the new engine works for you, frankly, I'd welcome that. I can't test these myself- I'm going through all of this in advance so no one is caught off guard. We've unfortunately only had one case during testing where someone was unable to run the game, despite testing taking an eternity (hey did you know that we have a bug that basically deletes your party and I still haven't found all the cases of it?) so I can't say for sure if any of this works. It also specifically points the angry mob at me. Solution 1: Fuck around with windows This link has a number of troubleshooting steps you can take to try and trick windows into recognizing that you can run OpenGL 2.0. These may or may not work for you, but it sounds like they are worth a try. Solution 2: Slap linux on a USB This link will take you to a page that explains how to install ubuntu on a USB. You'll want a decent flash drive for this. It's kind of a pain in the ass to grab an entirely different OS just to run a game, but this option has the best chance of success. I made a linux version exclusively so this has a chance to work. Solution 3: Slap windows on a USB Don't do this. I'm not posting links because they all look sketchy, but you can avoid downgrading operating systems by running windows itself off a flash drive. Just google it. Or don't. Solution 4: Slap your current PC in the trash This solution isn't a serious one, but technology has really come a long way in the past 10 years. Even modern budget computers are pretty competent. Solution 5: Cry I don't know. At least it might help you feel better? This is frankly something that I, personally, feel pretty awful about. There's technically a non-zero chance that this is something that I can have fixed for v13.5, but that's pretty unlikely; there's so much shit left to do. Anyway! Back your regularly scheduled, y'know,
    44 points
  31. ~ Excerpts from Patreon ~ ~ Clubs, Corporations, and Corruption ~ It's been a long time since I posted a substantial update on this development blog, so I thought it was time to get everyone here up to speed, and make sure you hadn't completely forgotten about me. Firstly, wow - it's 2021, and I haven't even made a post yet. Although this is late, I really hope everyone had a fantastic holiday season, and that 2021 shapes out to be better than 2020. While 2020 wasn't a great year for most, it was a big year for Desolation - we launched Episode 5, which featured huge upgrades graphically and mechanically, as well as the continuation of the story you know and love. I also got to publicly celebrate bringing Posty, Ruby, and Crim into the team and the future of this project. In 2021, we really hope we can share with you how we've continued to grow this game, and we're really excited for you to try it. Now... I may as well get started... with some percentages, I guess. Pokemon Desolation Episode 6 Development Progress Old Content #################### | Map Updates (45%) #################### | Script Updates (30%) #################### | Misc (25%) -------------------------------------------------- #################### | Total (33%) New Content: #################### | Story (40%) #################### | Mapping (55%) #################### | Scripting (40%) #################### | Sidequests (40%) -------------------------------------------------- #################### | Total (44%) I never really updated these bars, so I thought it might be good to get some grey out of the picture. Development is going about as smoothly as I could hope, all things considered, and we've made some great progress recently. Our personal release window still hasn't changed (I mean, it's ready when it's ready hehe ;]), which is all I can really hope for. I won't blabber on about that stuff, because I'm sure you guys just want to see some screenshots, art, and features... so let's move on, shall we? Aurora WIP by Ruby I'll kick things off with a quick look at one of the most important pillars of Cellia East... its sprawling nightlife. ~ Clubs ~ The holiday seasons has passed, but there's no shame in getting your groove on! The renowned nightlife of Cellia East comes in all shapes and forms, and if you want to party, there's no better place to do so than at Bar 101, Cellia East's exclusive nightclub. Don't let that deter you, though... there's other places you can party in Cellia... The nightclub is a great place to show off some moves, or even see some other characters pull some stunts, but it's also more than that. The nightclub acts as a hub where you can interact with some of the other characters of Desolation in a more informal setting. After all, the characters we all love need to loosen up eventually. Be it at the bar, in the VIP areas, or on the dancefloor... there's always someone to hang out with. You might fight yourself at the club quite frequently in the coming episode... ~ Corporations and Corruption ~ Cellia East, and the wider Cellia, is mostly looked after by the Cellia Council, located in Cellia East. This is an assortment of legal, structural, and research teams that look to improve the lives of those who live in Cellia. However, it's increasingly difficult to look after these citizens in the wake of the economic crisis left by the Foxes, particularly on the rebuilding Cellia North. The council itself has fallen on particularly tough times, and its ability to fund initiatives within the city has been cut short. This particularly harms the Research and Development Team... who may have to resort to other means to get the money they need for their research... Which is of course, a situation you might find yourself caught up in. Do remember... you don't always have to do the right thing, at least not in Cellia East. ~ Looking back ~ In developing this future content, there's nothing wrong with looking back at what you've done, and figuring out exactly where to improve things. For Desolation, there's some obvious points. For now, I wanted to share with you an update on the cruise ship that was meant to take you to Cellia in the first place. It is no secret that the graphical elements of this entire sequence were pretty outdated, which is why we've put a lot of effort into remaking this entire area from scratch, so players can feel the work our artists have put into the game from the get-go, instead of waiting for newer episode content. Here's a sneak peek: I've got to admit, even as a WIP it's a massive improvement to what things looked like before. Maybe you could even go for a swim. There's a lot of interior work going on as well, although I'm under specific instruction from Posty (who is pioneering the remake of the boat maps) to leave more of that for later. Anyway, I'm sure you get the idea. We're aiming for a massive upgrade of this area overall, to back up upgrades to other earlier areas, like the Keneph Beach. We're really looking forward to you guys playing through these areas! ------------------------ To wrap up - this is just a little peek at what's to come. I've been working on a ton of spoiler-ridden story content lately, which has made updates require a little more... savvy. As I develop these new areas and ideas, I really want to expand them to a point where they really fit into the world of Cellia East. It's a lengthy process, but I'm just so incredibly excited about Cellia East that I want it to be perfect. There's a lot of different beats that are being worked on simultaneously. It's no secret at this point that Episode 6 is the largest undertaking we've had, and it's an enormous amount of work. However, it isn't insurmountable, and I'm excited about where things are heading. This year is going to be Desolation's biggest, and we can't wait for everyone to see what's next! Cheers Caz Note: The majority of this content is from Patreon - if you'd really like to support us and what we do, you can do so there <3
    43 points
  32. ~ Excerpts from Patreon ~ ~ Third Act ~ Hey everyone! Just thought I'd check in with you all in a super quick update. There's not much spoiler-free stuff to report on today, so I'll keep it super brief. To start with, here's this little graphic that gives everyone a bit of reassurance that things are ticking along... Old Content #################### | Map Updates (70%) #################### | Script Updates (50%) #################### | Misc (50%) -------------------------------------------------- #################### | Total (57%) New Content: #################### | Story (55%) #################### | Mapping (70%) #################### | Scripting (50%) #################### | Sidequests (50%) -------------------------------------------------- #################### | Total (56%) Eventually this thing will be finished up. Otherwise, things are coming along slowly, but definitely getting there. In the meantime, here's a wee snippet of something Ruby has been working on: Okay, this one is pretty fun. I recently played through Crisis Core: FFVII and noticed that they concluded significant events in a really cool way - using a stylized snippet from the previous events that really help you reflect on everything that's just happened. I thought this would be an excellent feature, and with Ruby's skill and our own self-moderation, we planned exactly how this would play out in-game. Each 'Act' in the game is actually very long, and there are only a total of three Act screens thus far. For example, the first act begins after the events on the boat, and is only completed after the events that transpire shortly after Emily is defeated. These screens, therefore, signify a short segment to sit back and reflect when truly story-altering events have just occurred. We've had a lot of fun with these, and I'm sure you will too. As it stands, I'd say that Ruby is about 75% done with these (although this is completely a guess as, surprisingly, Ruby and I are not the same people), so there's definitely some cause for excitement. Again, show her some love - it's so cool for me to see these characters bought to life in such a dynamic way, and it's one of the things that really gets me motivated. Here are some maps that Posty has worked on recently from the prison area, just to illustrate some of his work. They're a WIP, and will have some additions soon: Anyway, that's it for today! Apologies that it's a bit of a short update. I've been working heavily on story, which I try to keep pretty separate from these updates. Thanks for stopping by, we'll be back soon! Caz
    42 points
  33. ~ Excerpts from Patreon ~ ~ Justice is Served ~ Hey Reborn, it's been a good ol' month, so we are BACK at it. I hope everyone enjoyed the stream we conducted over on the Reborn server some time ago - we had a load of fun with that. We've also just had a load of fun in general on development for this month, so without further ado... let's get started! As the developers, we've really been doing the time this month when it comes to bringing this game to life just a tad more. So, to repay you, the fans, we thought you'd do the time too... in prison. Episode 6 drops you into the midst of Cellia East, a sprawling developmental marvel of Cellia that features the best the city has to offer... but not everything is perfect on that side of town, as it also features two other locations that are somewhat less welcoming - the Cellia Dockside and Cellia Outskirts. These locations serve to temper out Cellia East the slightest bit and let you know that the foundation of every beautiful location in this game has, at its core, a sinister undertone. The Foxes? Team Crescent? Or more? For now, it's hard to say what's unfolding on this side of town. Whatever the case, something in this town is not as it seems... It might feel like Cellia East keeps increasing in scale to the point where it'd be the largest city content drop of any episode... and that feeling would be right. Cellia East is doubtlessly the most ambitious cityscape that I've built, and seeing everything fit together so well is truly satisfying. Within the heart of the Cellia Outskirts, you'll find the Cellia Prison. How, or why, you end up here... is up for debate. Whatever the case, it looks like when Episode 6 drops, we'll all be doing some time here. It's not so bad, really. For now, that's it from me. Cheers again for the support, and we'll be in touch soon! Caz
    42 points
  34. So, I think this postgame stuff we're working on is gonna be pretty hard.
    41 points
  35. 39 points
  36. you know, maybe dev blogs were a mistake.
    38 points
  37. ~ Excerpts from Patreon ~ ~ March Madness (because there's no theme) ~ So... this content update that has no theme or correlation, how exciting! I have been hard at work on Desolation's main story, which continues to go smoothly. However, this unfortunately means that I have less to show off than the usual update. Desolation's story is the heart of the game, and its twists and turns are best experienced for the first time by you, the players. Although... that doesn't mean I don't have things to show you! ~ A new location ~ The team has been throwing some tiles together to a new location that you will explore at some point in Episode 6, and I just wanted to showcase some of the tiles Ruby and Crim have worked on... I wonder what kind of area this might be? Bear in mind that this isn't actually an in-game map, but more of a testing area where Posty was trying out some of Ruby and Crim's tiles. You might notice that the statue is a bit out of place in this area... and you'd be right. Don't worry, I've shifted it. These were a really nice touch in making Cellia East look just the slightest bit sharper. I also thought I'd throw in a wee screenshot from one of the nightclub's back areas as well, just for good measure. Once again, there's a ton of new areas to explore in Cellia East and beyond, whether you like the city, or the great outdoors. We have chosen not to share every little location with you, as I'm super excited to see what you guys think when you experience them firsthand... ~ Character Updates ~ Ruby has also done a ton of updating to the sprites of characters that we already know and love. There are a couple of new faces in Episode 6, but we will refrain from introducing them until later... for now, here are some updated familiar faces: As you can see, Connor's face has had a complete redesign (again), and Lilith's outfit had a complete overhaul, as Ruby values authenticity quite a bit. It's safe to say that these turned out pretty well. In terms of content for this month... the rest is obscured in spoiler territory, I'm afraid. There'll be some more things to show off in the near future, but for now, I'll just have to leave it there. To finish, here is some unreleased concept art of a particular Mega evolution that you have already seen, as designed by Ruby. She's super fantastic when it comes to this kind of art, and I'm very excited for you all to see what new forms she has come up with... Hint: There's definitely more than one ;) Until next time! Caz
    37 points
  38. ~ Shrouded In Mystery ~ Hey everyone! It's good to be back giving you all an update on things! I couldn't really organize our inner workings into a single theme, so you'll just have to bear with a smattering of... well, things. Due to the chaotic nature of everyone's lives at the moment, we've all been working on different stuff at different times. This means there aren't really clear sections on what I'll be talking about, so I hope you like... uh... words. Let's get started. - A very early WIP concept Ruby has been working on - For me, life has been pretty crazy lately. I'm about to sit my final exams for medical school, so my life has consisted of essentially living in the hospital, then working when I'm not there. The most exciting part is that the end is in sight... but I'm just not quite there yet. This has meant that I haven't had ample time to stick to one task (like I usually do) i.e. main story, longer side quests, and questlines, etc. Instead, I've been working on a lot of 'stuff' throughout the month. This includes shorter side quests, scripting, and graphical updates, as well as some general tinkering. It's all useful stuff that I've more or less been procrastinating, really. On the bright side, I have had some pretty great output on the writing side of things, but I'll leave that for another update. Now, enough of me moaning. I've stolen the spotlight ranting about myself long enough, so I'll show off some of Posty and Crim's work too. Posty's been busy working on many of the new areas that we will explore outside of the city in E6. He's beginning to deeply expand his role, and I'm pretty proud of the guy. Lately, he's started branching out into side quest building as well. This has sped things up more than you can imagine. We're working at slightly different points of the game, but it means that the gaps are being filled in far more quickly. Speaking of side quests, I just wanted to mention that there was a wee update to the quest log look. It might stand to change some more, but I thought I'd keep you all in the loop. Finally, I'd like to touch on an area Crim has spent a huge amount of time working on, and it definitely paid. It's definitely the highlight of this monthly update, which again makes me super grateful to have her around. The colors and atmosphere in this area are pretty great, and I can't wait for you to see it in E6. Yeah, it's pretty good fun bringing this area together. What's it meant to be used for? Well... we'll leave that in mystery just for the time being. Once again, super proud of Crim's work. Well, that's it for this month's update. Once again, I apologize for the disjointed nature of our inner workings. It's just been a chaotic time outside of development. We're hanging in there, and I'm glad you're hanging in with us. Till next time, Caz
    36 points
  39. ~ Excerpts from Patreon ~ ~ New Frontiers ~ It somehow feels like forever since I last posted on this blog, even though it's just been a month. It's been a busy time, both in the deso dev-verse (expanded universe with myself, Posty, Ruby and Crim coming soon) and just general life. I'm in the last half-year of my medical degree, so times have been pretty hectic. Regardless, I'm here to bless you with content, not my life story (which is much less interesting. Here's another wee update into our inner workings! It's a pretty short wee update, so I may as well just get into it and not mess around. To begin with, lemme drop some bars real quick: Old Content #################### | Map Updates (75%) #################### | Script Updates (50%) #################### | Misc (60%) -------------------------------------------------- #################### | Total (62%) New Content: #################### | Story (60%) #################### | Mapping (80%) #################### | Scripting (55%) #################### | Sidequests (65%) -------------------------------------------------- #################### | Total (65%) Anyway, now onto the actual update. Moving onward and upwards To start with, I'll keep it straight - the Dreamscape has been 100% completed, which makes me pretty happy. The Dreamscape was a huge undertaking this time around, and I really think that it's paid off to continue in that direction. I'm much happier with the sidequests, the exploration, and the continuing lore that's developing there. Now, it's time to focus on new (and some old) frontiers. This month I'll be focusing my efforts on the cityscapes we will be exploring, expanding the outer districts of Cellia, and giving them the background they deserve. I'm working my hardest to make these areas as vibrant and full of character as I can. I don't have too much more to expand upon in my explanation of the Dreamscape - only that there's far more optional and explorative content than there's ever been before. Make sure you have a look around and talk to the locals! - A WIP version of one of Ruby's in-game artworks - Ryding into the sunset With the redesign to the Rangers Guild (discussed in last month's update), we decided to keep up the tradition by giving some love to a character that... kind of just accidentally stumbled into existence. Yeah, I mean Ryder. In fact, here's his new look. Don't be too judgmental - some of us believe in form over function: Yes, he has bright pink slippers. Okay, so when I created Ryder, he was more of just a character to introduce a story arc rather than anything else. He had no purpose, and almost all of his dialogue was contrived memery at best. But... something happened. I enjoyed writing his character and his dialogue far more than I should have. Furthermore, the general audience really seemed to enjoy him. So... plans changed. Reality can be whatever I want. I rewrote things just a bit to make an allowance for this wonderful gentleman to make his return. Whether you like Ryder or not, he and his pink slippers are here to stay :) A word from the balancing trenches To finish things off, here is a brief message from Crim and Posty, hot from the game-balance trenches: ---------------------------------------------------------------------------------------------------- Hi everyone! Crim and Posty here. As you might know, we’ll be adding Gen 8 in Episode 6! As a result, the both of us have been going back through the old encounter tables and adding some Gen 8 mons into the encounter tables to spice things up— trying to keep both balances, thematics, and fun events in mind when rebalancing and reworking some of the encounter tables. Not all Gen 8 mons will be available in Episode 6 to start with, of course! We’ve also been trying to keep in mind the current balance and mons that are overused or a bit too good / slightly unbalanced for where they are currently in the game. We want to keep the episode a fun and diverse experience, yet preserve some of the challenge within the game as well! You might even see some new mons in the starter selection as well! We’ve also been thinking about reworking and adding Gen 8 as appropriate into battles, too— again, not every trainer will have a mon from Gen 8, but if we think there’s room for a bit of balancing for the fight (stares directly at Aderyn) or if their team needs a bit of a rework otherwise we’ve been addressing those issues as well! If there’s any feedback you have about anything relating to balance or encounter tables, or anything of the sort, feel free to let us know as well! We hope you enjoy the revised tables and battles and that they provide for an improved and updated experience in Episode 6! ---------------------------------------------------------------------------------------------------- And that'll about round things up for now. Once again, cheers for sticking with us! Can't wait for y'all to see what we have in store. Next month, there'll be loads of screenshots of the goss' in Cellia East. Get ready for that! Until then, Caz
    36 points
  40. wow it has been nearly 6 months from my last post. well, if you're new here: hi, i'm cass. i get mad at the scripts. sometimes i even post about it! lately, though, i have not. grad school kinda showed up and kicked my ass, and the two primary things i've been working on are suuuuuper big and not ready for prime-time. those two things are a rewrite of the AI and a more organized method of handling field effects. the AI isn't ready because the AI has like 40000 lines of code and if i think about that for too long i lose my will to work, and the field effects aren't ready because the field effect system is complicated and i hardly know what i'm doing. the code is still spaghetti, my hashes are backwards, and i'm basically learning how to do what i'm doing on the spot. so it'll be a bit. for now, though, i would like to tell you about something that does not matter in the slightest. and that is the move razor wind. you have never used this move except, perhaps, on accident. it has actually been removed from canon games as of gen 8. since you have never heard of this move before, i will explain how it works. imagine using strength, except you have to wait a turn before attacking. that's razor wind. there is, however, one incredible trait about razor wind. a trait that elevates it above all other moves. and that is its japanese name. a lot of moves have japanese names that, when spoken, sound like typo'd english. razor wind is notable for not being such a move. the name refers to a spirit in japanese folklore that rides on dust devils and inflict small cuts on those caught in one. (links included if you just want to hear about this from the source!) as a pokemon move, one could think of it as something akin to "acting like a kamaitachi". english does this shit all the time. computers compute. displays display. i am looking at my desk desperately grabbing examples. but a poorer translation might not understand this. a poorer translation could be mean. a poorer translation might be "slash like weasel". and thus, weaselslash was born. now, of course, the comedy implications of this were readily apparent to myself. but ame was horrified. a thing that happens between her and i is that one of us will be like "huh, this is such a strange name for what this thing does." and then ame will be like "well, i wonder what it is in japanese." i'll say something like "well, it's probably, like, strangeo nameo or something" and then she'll look it up and it'll be strangeo nameo. i think this is hilarious. ame makes a "hurts just a little bit" face. but then we looked up razor wind. and razor wind wasn't a typo! it had origins that were actually interesting and grounded in folklore! so, naturally, i turned to ame and said "so what you're saying is that, in japanese, razor wind is weasel slash." and ame died that day. the implications are hilarious. imagine you're playing, say, rejuv. you're at the scene where madame x is about to obliterate you with an yveltal. and then that yveltal summons up a giant swarm of weasels. a swarm of weasels that takes one turn to charge up. a swarm of weasels that then returns both you and your team to the dirt from which it came. this yveltal thing is not a joke. this is real. you can take your friendly neighborhood yveltal to the move relearner who will, for the price of one heart scale, teach your yveltal to summon slashy weasels. (credit to crim for this incredible pic) *note: i suspect that, somewhere out there on the internet, there is a mole person just waiting to comment with "well aktually I used razor wind back in generation 3 and i know all of its mechanics so you're wrong" this person is a clown and i would like to politely request that the rest of the comment section refer to them as such
    36 points
  41. ~ Excerpts from Patreon ~ ~ A trip to the beach... ~ Just a short update today. While I continue to work on the sprawling, spoiler-ridden beast that is Cellia East, I offer you a brief respite to... the beach? I would say that it's the perfect time of year to hit the beach (it's summer where I am) but I suppose that's not super applicable to everyone, especially with lockdowns, so I'll just get on with it... There's more than one reason we're suddenly interested in beaches. With Episode 5, we aimed to polish the game bit by bit - to improve small elements of every nook and cranny. In Episode 6 - we're remaking entire chunks of the game. This overhaul starts with... well, the start. I'm sure most people think that the introduction to this game is pretty dated, and you'd be right - so we're starting things out by completely remaking the introduction - both writing-wise and graphically. Here's a sneak peek. Yup - a much more modern layout, with more colourful, flashy tiles - it's a WIP, but it's certainly getting there. Obviously, this is where I give a huge shoutout to our recent addition, crimsoncrim, who has been taking an enormous role in creating fresh, vibrant tiles for the game, and we're super grateful to have her on board. Bear in mind that this is just one map - we've got a lot more to offer (starting with a certain cruise ship), so we'll keep you posted. That being said, we're not completely stuck in the past. The tiles that Crim has been working on also pioneer future areas of significance in Episode 6. Here's a little sample of some new tiles that we've been playing with for a new area: Crim's been on fire lately, for sure. We hope she's got sunscreen, with all the time she's spent on the beach. Anyway, that's all for now. I'll be sure to send y'all more stuff when it's available. Until then, take care. Caz
    36 points
  42. A little bit overdue for this one. I think I've gotten far enough with my prep work that allows this thread to go up! So what's there to expect with v13.5? +Updated Gen 8 DLC moves/movesets +DLC mon inclusions. (Galarian Slowpoke, etc.) +New Sidequests. +Small main story addition +Quality of Life additions. +New Aevian forms. +And more! Of course, all of this will be elaborated on in future posts, but for now I'll let these marinate in your minds for now.
    35 points
  43. that's about enough.
    35 points
  44. cannot wait for the ms craudburry anomaly fight
    33 points
  45. Guess I should share these here too haha~!
    32 points
  46. Another commission! This time from CosmicColors on Twitter!
    31 points
  47. is that cass person planning to ever post again
    31 points
  48. Big update on Desolation e6 coming in less than a week. Stay tuned!
    30 points
  49. So, unsurprisingly, last time I posted an audio preview people were trying really hard to guess where the song would play -- And a lot of people guessed for older, already existing areas. While I won't spoil which location specifically, I can at least tell you guys that these audio previews are NOT for old areas, but for new content in V13! So yeah, these are all songs that will play in areas you haven't seen before. Maybe it'll be fun to try thinking of what locations you'll be visiting that could have these songs playing in the background, hm? I won't be giving away any hints though, so have fun speculating on your own or in the comments!! For now, I dip. Until the next preview! o7
    30 points
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