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  • theres gonna be a few changes around here


    andracass

    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.

    powerful staraptor

    and let's say that you're an adorable meech.

    a 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:

    AUS6exj.png

    pHKget8.png

    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:

    tenor.gif

    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.

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    Larry_Butz_Thumbs_Up_2.gif.eb1e70a52402c96c487ed4f193cc9969.gif

    dis some good stuff right here yesirree

     

    Will Delibird (and other really crappy early mono fodder) be getting some small kind of moveset rework / egg moves tho?

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    Sounds nice. Agree with the hard cap and Exp all. I recently went on to join team Exp all after playing many games with it. If done right, it is an excellent way to level up all mons. I have to say I myself had traded over the Exp share by mistake (for the Flygon). so this is a welcome change.

    Also like the new mining changes. I was getting tired of Everstones and Oval stones lol

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    8 minutes ago, Seal said:

    Well there goes 50% of the problems I had with the game

    are the other 50% mechanics related?

    10 minutes ago, FlygonFreak said:

    Will Delibird (and other really crappy early mono fodder) be getting some small kind of moveset rework / egg moves tho?

    i'm offended on behalf of the early game mons.

    and yes. the game's supposed to be hard, but we're not out here trying to stiff you on things that are supposed to help.

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    Very very nice. chores do not make for fun difficulty, and most of the training-related stuff feels like it's not that. for the mon availability I'm neutral either way, but I think this does a lot of great work to make the game a smoother and more approachable experience without really making it "easier". If anything, maybe this could mean some boss teams could be closer to the level cap of their section?

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    5 minutes ago, Dreamy said:

    for the mon availability I'm neutral either way,

    c'mon, don't you want delibird????

    5 minutes ago, Dreamy said:

    If anything, maybe this could mean some boss teams could be closer to the level cap of their section?

    oh gosh. i'm gonna give that a maybe. it'll take some playtesting to figure out what a "good" level is for them.

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    18 minutes ago, andracass said:

    are the other 50% mechanics related?

    One of them is but it's a bit nitpicky. I find it annoying to find stuff bag. I don't know if it's possible but it'd be nice if there was an option to sort them alphabetically or by type (so the plates are next to eachother and the exp items are next to eachother etc). Either way great job so far and thanks for doing this.

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    Oof, I still remember the time I grinded 3 mons level 1 to fricking 90 for glass gauntlet and oh god what a pain

    Nice to hear that's gonna get easier

     

     I have a question tho: I have started putting together a team for e19 and postagame and wanted to know if I can still get the exp.all considering I have already gotten the exp.share

     

     

    I am a tiny bit worried about the difficulty being not kick-ass too but we'll see

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    Oh nice, all this should help people create teams a lot (plus reduce the amount of complaints you get about too much grinding). 

     

    10 minutes ago, Seal said:

     I don't know if it's possible but it'd be nice if there was an option to sort them alphabetically


    Pretty sure there's an alphabetical option sort already in game but could be wrong.

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    Just now, sayar said:

     I have a question tho: I have started putting together a team for e19 and postagame and wanted to know if I can still get the exp.all considering I have already gotten the exp.share

    good point. yes.

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    All right!  The amount of grinding Reborn required was definitely my biggest problem with the game, so it's great to hear that you're doing away with it!  In particular, the EXP All and hard cap will make it easy to raise teams that are bigger than six Pokemon so that you can swap team members in and out depending on what you're up against.  It was super convenient in Rejuv and I'm sure it'll be just as convenient here!  Thank you so much for your hard work!

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    Cool. I'd've been happy with just some slightly eased up EV and level grinding, but the rest seems good too.

     

    Though it sounds like this will change a core aspect of what Reborn is. Then again, you won't make it too easy will you?

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    honestly extremely glad the grinding is getting some love and attention, finally won't have to mindlessly watch youtube while the battle music plays over and over and over while i could have been spending that wonderful time actually doing something productive. 

    also the one thing i keep finding i miss in the game is a way to access the field notes in battle. i can see why this isnt a thing cuz youd have to add buttons to the ui and mayb its kinda the point you memorise the effects but im baby

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    19 minutes ago, Fiasom said:

    Though it sounds like this will change a core aspect of what Reborn is. Then again, you won't make it too easy will you?

    nothing here should make the game easier, it'll just make it less of a pain in the ass.

    worst case is that people have less trouble with florinia, but, like, kricketune already exists. if anything we're just stealing dr. twobadge's spotlight.

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    3 minutes ago, Pemseles said:

    also the one thing i keep finding i miss in the game is a way to access the field notes in battle. i can see why this isnt a thing cuz youd have to add buttons to the ui and mayb its kinda the point you memorise the effects but im baby

    i like this.

    i'm not sure i know how to do it...

    but i like it.

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    I think these are all great changes! To me, switching over 100% to a hard cap (and having an NPC at the start of the game tell you that you can use Rare Candies to bypass hard caps and Common Candies to get back to obedience - a lot of people don't know about this mechanic) would be ideal, but the Exp All working on a hard cap is a step in the right direction. 

     

    Repeatable trainers giving Exp Candies is a nice bonus to shorten the grinding process. Of course, the effectiveness of these repeatable trainers is diminished if people don't even know they exist, and I do agree that a lot of people don't know about the Grand Hall trainers or Indra. Is there a plan to make these trainers more apparent to the player? Are more repeatable trainers going to be added?

     

    Overall though, very happy about this update! Thanks for all the work on improving the player experience.

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    So I ripped my ass off by leveling several teams in my two playthroughs only to hear that it will be easier :D 

    Besides of that: fire. 

    Love you all and your work lol 

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    Hum...

    Personnaly, i like soft level cap, it make the game harder with a lore wise mechanic (if you're a bad trainer, pkm won't obey you!) ._.

     

    Anyway, i'm always glad to hear news about the game, i can't wait to enjoy your hard work^^

     

    Ty and i wish you the best for what's coming.

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    I never really felt the grinding pain while playing e18 but that's some pretty nice changes to hear! the ev items in particular is borderline overkill and I love it. 

    Not too sure what to make of the exp gains since I felt like Reborn was pretty well designed to get you to the appropriate levels throughout playing but hey, I trust you guys to keep it coherent. And the hard level cap would probably prevent it from being a probelm anyways.

     

     

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    Im really curious about the early availability changes, especially that I've never felt this needed any reworking, the general pool didnt seem too restricted to me. Overall, it suited the theme and the early game well. Would be great to read something more on that.

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    I respect the idea, but I think I prefer current Reborn's difficulty conceptually. Oh well, I can just do my next playthrough on e18 and update after Hardy's gym

     

    Great work!

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    I feel that hardmode not coming to reborn is the best thing to happen out of all things in this post. Reborn tells a linear, singular(for the most part) story with a single difficulty - as its how the game is meant to be played and having selectable difficulties adds to the confusion of how people should play the game, looking forward to acutally being able to EV train trains now for ep 19 and mono runs

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    20 minutes ago, Yumil said:

    the ev items in particular is borderline overkill and I love it. 

    i originally wanted them to give 64 EVs each battle. had to be convinced not to do that.

     

    21 minutes ago, Yumil said:

    Not too sure what to make of the exp gains since I felt like Reborn was pretty well designed to get you to the appropriate levels throughout playing but hey, I trust you guys to keep it coherent. And the hard level cap would probably prevent it from being a probelm anyways.

    see, i agree with you there, but man are people gonna have some regrettos in their spaghettos when postgame rolls around. at a level cap of 150, you'd have to fight 2.25x the number of mons to level up compared to level 100.

    17 minutes ago, Kobayashi said:

    I respect the idea, but I think I prefer current Reborn's difficulty conceptually.

    if you enjoy tedium, then sure. the level cap isn't going away; game's still gonna be hard.

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    my turn i guess

    hmmm fews things
    will the "relantionship points" early and later on the game change at all ? like is there gonna be a change to them ? are they gonna stay the same? (don't answer this if you don't want to)

    also
    would you reccomend people to play from the beginning once more? Or to stick from the savefile you got at that point and move foward ?

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    really love these changes
    i played through this game several times but often I'd only switch out 2-3 mons bc grinding was just too tedious

    hopefully I can now switch teams up a little more often

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    Wow, I am impressed. The grinding (and especially the exp share unavailability in early game) and soft level cap are about the only things I did not like about this game. Thank you, this is a great improvement. I think the move relearner should be available sooner in the game but other than that, it seems everything is perfect.

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    2 hours ago, andracass said:

    i originally wanted them to give 64 EVs each battle. had to be convinced not to do that.

     

    see, i agree with you there, but man are people gonna have some regrettos in their spaghettos when postgame rolls around. at a level cap of 150, you'd have to fight 2.25x the number of mons to level up compared to level 100.

    if you enjoy tedium, then sure. the level cap isn't going away; game's still gonna be hard.

    I DO ENJOY TEDIUM ITS PART OF THE MEMORIES!!!!!

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    Will the soft/hard level caps be something we can choose at the beginning of the game? Also, the idea of a "hard" mode is preposterous given its current state, so an idea I propose is, this "hard" mode is how it right now, while the regular mode will be how you play the game with the upcoming changes. The player can choose the difficulty at the beginning of the game, Hard mode (Original) or Regular mode. Obviously the idea isn't perfect but it could be something to consider and maybe alter to make it work. If I get hit with a no, then idk sorry for wasting ur time lol.

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    andracass, you made a post a little while ago with a file that allows us to play the game with 0 IVs for all of our Pokemon. That file will be compatible with Ep. 19, right? 

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    I'm super glad that you guys have decided to make all monotype runs possible now. I mean, you can beat ep 18 with a full team of any type, which is great, but it kinda feels pointless if you can't even use one mon of that type until further into the game. And it's not just the 'overpowered' types that have this problem (LOOKING AT YOU, ROCK TYPE), so I'm really glad for these changes

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    This has me excited to do another full playthrough once the new episode drops just to see the changes to the rest of the game. Keep up the good work guys!

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    I enjoy Reborn for the fact that (aside from the big bads), it stays loyal to each Pokemon's official stats and movesets. Giving early 'Mons different movesets, while that seems nice, kinda defeats that core-series loyalty to me. I'm glad it sounds like that is not going to be the case (adding/altering movesets and stats, I mean), and I REALLY appreciate having that slightly wider Pokemon variety at the start.

    Also I'm SO glad to see the implementation of the EXP candy, and the poweritem buffs. That makes it to where players unfamiliar with competitive teambuilding actually have a chance to reliably build a team that they are comfortable with quicker, which in turn helps keep favored teams in rotation. That'll def help out newer players, and I think will be pretty welcomed by veterans, too.

     

    Man, I can't wait for 19 to drop. It's gonna be a whole new ballgame.

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    Personally, I'm in love with these changes mentioned, and being able to have multiple save files just means that I can have my team that started in ep 14, and a new save file that I test out new early mons and all the new changed in. Ep 19 is gonna change everything, and I love it!

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    9 hours ago, andracass said:

    i like this.

    i'm not sure i know how to do it...

    but i like it.

    About the field effects, Reborn episode E15 had a "Field Effect Manual.txt" in the game folder. I used that regularly.

     

    Here's my suggestion. E19 could a .txt file in the game folder with field effects, or this forums could have a dedicated page to the field effects, similar to the "obtainable pokemon" page.

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    7 hours ago, andracass said:

     

     

    see, i agree with you there, but man are people gonna have some regrettos in their spaghettos when postgame rolls around. at a level cap of 150, you'd have to fight 2.25x the number of mons to level up compared to level 100.

     

    Oh right ! I sorta always just... assumed the game would kinda cordon off level above 100 to the postgame, but it makes way more sense to spread it out a bit on the rest of the game, thinking about it.

     

    Yeaaaaah, faster xp gain would be more than welcome with that in mind.

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    These changes fix my biggest issues with the game. I've been wanting to do repeat playthroughs while I wait for the next episode, but every time I do I remember how tedious it was to grind up those lategame teams and get discouraged...

     

    I really do appreciate that you're making this distinction between difficulty and grinding time investment. This should be a massive improvement, and will encourage a lot more experimentation since you aren't as "locked in" to a set of lategame Pokemon.

    Edited by Acetic
    typo
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    8 hours ago, bernag said:

    will the "relantionship points" early and later on the game change at all ? like is there gonna be a change to them ? are they gonna stay the same? (don't answer this if you don't want to)

    they will be slightly different

    8 hours ago, bernag said:

    would you reccomend people to play from the beginning once more? Or to stick from the savefile you got at that point and move foward ?

    you'll probably want to start from the top again

    5 hours ago, SpenceMcFence said:

    Will the soft/hard level caps be something we can choose at the beginning of the game?

    i think there's still a password for base hard mode, but it's permanent.

    5 hours ago, SpenceMcFence said:

    Also, the idea of a "hard" mode is preposterous given its current state, so an idea I propose is, this "hard" mode is how it right now, while the regular mode will be how you play the game with the upcoming changes. The player can choose the difficulty at the beginning of the game, Hard mode (Original) or Regular mode. Obviously the idea isn't perfect but it could be something to consider and maybe alter to make it work.

    so, technically, you can just forgo all the new improvements here. just don't use the exp all and stuff.

    5 hours ago, SpenceMcFence said:

    If I get hit with a no, then idk sorry for wasting ur time lol.

    sure, you can have a no.

    tenor.gif

    it's the first one! it's practically an honor.

    5 hours ago, Shalashaska_123 said:

    andracass, you made a post a little while ago with a file that allows us to play the game with 0 IVs for all of our Pokemon. That file will be compatible with Ep. 19, right? 

    so i've made, like, 10+ quick mods for e18.4 and, as far as i know, none of them will work with e19.

    that does not mean that they won't work- i'll just need a reminder to remake them when we release.

    1 hour ago, Busti said:

    Here's my suggestion. E19 could a .txt file in the game folder with field effects, or this forums could have a dedicated page to the field effects, similar to the "obtainable pokemon" page.

    tenor.gif

     

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    It's come to this then...even mighty Reborn has fallen to the EXP All Demon....and no more hard mode either (insert disappointment meme here), game journo difficulty when?

    In all seriousness i like most of the changes listed above

    1) early-game availability: great more mons more better if there's nothing extremely OP (like the Magikarp of many many ep ago, though it was extremely fun demolishing every trainer with one Pokemon), personally after 3 monoruns of the game (Steel, Dragon and Poison easymode) the only one i had to "get creative" with was the Dragon one and only in the beginning but mileage may vary.

    2) grinding: i raised my hand, it's probably my jRPG heritage speaking but i like grinding (or to be more precise not bothered by it) i just put something to listen to mute the game sound and off i go easy. The hard level cap is a good idea (no more selling my organs for Common Candies) but the implementation of the exp all? Not really as it does make the game much much easier not to mention the "free" exp candies we'll get from the repeatable trainers, i firmly believe that one should put at least some effort in a game to succeed this just feels like being handed something on a silver platter, of course it will not "actively" help to win battles but it still feels somewhat wrong. Haaaa i know i sound like a grumpy (and spiteful) old man and that kids these days don't want to spend time to "get stronger" so i'll just stop grumbling about it.

    3) EV items stronger: good change, this was like the only actually tedious thing to do when i reached lategame

    4) Mining changes: really good nothing to add.

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    I don't know yet if I really like this. Not that it matters, anyways. The best parts of Reborn are the field engine, the plot, the characters, the metagame, and while the difficulty seemed to me to be high some years ago, in the end it was just because I underlevel A TON. Like going glass gauntlet around lv75. Which is hironically the cap for Fiore gauntlet

     

    Anyways. The reason why I play reborn is not really the challenge anymore. For that, we have mods. So it doesn't matter. However, these are not changes to make game easier. They are qol changes. And that's a VERY good thing

     

    And since you are putting in these changes, I'll ask about something EASY

    Could the Silvally nurse tell the player that he'll lose the items held by the pokemon he'll give her? I feel like most of us lost their exp share this way at least in one playthrough, since we all used it to evolve Shinx. Altough that was more than worth because Silvally is the best pokemon ever made

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    Will the TM distribution get changed in ep19? I can understand we get Earthquake and Ice Beam so late, but I personally think Sludge Bomb should be obtained earlier. Pokemon like Roserade and Gengar don't have a reliable STAB Poison move now. Sludge Bomb ain't that broken either. 

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    Nice! I'm currently grinding EV for my pokemons !  The level cap is a great thing too, no more disobedience. Fossils were pretty commons for me ( I guess I was lucky) but I never say no to more fossils.

     

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    3 hours ago, Lorisaur said:

    Could the Silvally nurse tell the player that he'll lose the items held by the pokemon he'll give her? I feel like most of us lost their exp share this way at least in one playthrough, since we all used it to evolve Shinx.

    tenor.gif

    this is a no for two reasons:

    1. exp shares will be accessible more than once. you can buy them in the dept store too.

    2. you're going to have an exp all now.

    i even mention people accidentally trading off their exp share as another benefit to the exp all. some people just don't read............

    1 hour ago, EyesOnKindred said:

    Will the TM distribution get changed in ep19?

    yes

    1 hour ago, VanOfTheDawn said:

    If Hard Mode isn't coming in 18, I assume it's safe to assume Easy isn't, either?

    so that's actually not quite a for-sure thing. i think the workload for easy mode is different than the workload for hard mode. there also aren't mods that exist for it either. i'd say there's a small chance for it still.

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    The real question is : are we going to see the staraptor ametrine kid in the nightclub and is he going to sweep us with his Unfezant

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    37 minutes ago, Beaufils said:

    The real question is : are we going to see the staraptor ametrine kid in the nightclub and is he going to sweep us with his Unfezant

    pfffffft

    sure

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    Maybe one way to show field notes during battle is to have a little box with an input option come up like mega evolution has in the fight menu. Another way is to have it pop up in the menu where you choose fight/bag/pkmn/run. Having it pop up like mega evolution would be easier but with the drawback of taking up more of the screen. The graphics could be edited but hard to picture it looking good with a prompt like that. Though I imagine you can call the the function that would bring up the field effect menu during battle.

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    1 hour ago, andracass said:

    so that's actually not quite a for-sure thing. i think the workload for easy mode is different than the workload for hard mode. there also aren't mods that exist for it either. i'd say there's a small chance for it still.

    I think the one thing that might need to be changed for an easy mode would be IV's and EV's in battles.

    I feel like a lot of problems for casual players is that they don't really worry to much about those, which is fine in the beginning of the game, but at mid and late game where Gyms leaders or boss battles have fully EV trained teams, it starts beeing difficult when your Greninja starts getting outspeed by a fully EV trained, optimal nature, ramdom Magikarp

     

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    Honestly I agree with everything in this post besides maybe the early mons i’m kind of neutral on them honestly but I have a question If boss trainers Are going to get higher levels then will normal trainers get higher levels

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    Wait, you said that if a pokemon is level 125, it increases by 75%...

     

     

     

    Cass, are there going to be pokemon above level 100?????????????????

     

     

    (if so, do we get level 100+ pokemon?)

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    Thanks for your hard work. And for your consideration. Allowing soft limit to still exist, is very nice (i always fight the bug Leader with a common-candied Delphox).

     

    Why the hate for difficulty being hard, though? Many of the players, especially the older ones, found this to be the main selling point, the real bargain, about this game... Since you already added something to help monotype runners (we tested it some time ago, along with few other things at starter choice chamber), why there had to be a larger pokemon availability on top of that? If somebody keeps an eye for events, you get more than enough pokemon to do just about everything there is and cover any need for 1 on 1 or team fights; and with the fields in play, there is NO need for that one specific pokemon or type, only one knowing some certain moves! Please, reconsider! Before renovation, keep the rares rares and the denizens of a semi destroyed environment in lowered numbers and in hiding, please! This fits in with both the game environment, the aesthetics and helps with story consistency, plus the immersion itself! Don't fix what ain't broken.

     

    RIP hard mode, i was eagerly anticipating that one ever since recent AI changes made the game extremely easy, but what matters is your priorities, workload and obviously, the completion of the game.

     

    At least, remember to fix errors in movesets, please. There are quite a few. Or offer an external workaround (debug mode?) solution to it.

     

    Finally, EV training was boosted some time ago and from main game generation mechanisms, if memory serves. It is already a shorter procedure than it once had been (cut in half, actually) and many people used EV training in combination with pickup teams, utilizing the farming time with item gathering. It wasn't a drag, on the contrary. Did it really have to be cut that short?

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    EV item boost sounds great! 

    I really loved the EV training feature in Rejuvenation - it made EV training almost effortless and was available from the start. 

    I also love that you made the EXP all stop at the level cap - I'm looking forward to playing E19 with all these changes! :3

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    These seem all very welcome additions, though the improved variance among early mons is rendered somewhat moot (for me at least) by intensive breeding and trading with other runs. 

     

    Speaking of which, and I hope this has not been addressed already, but any chance of an option to choose between save files? Beside good ol' cut, copy and paste, I mean. 

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    dam all these changes thx for doin all that u guys the best.Also i dont think im gona start over again since i did it like 3 times now and i got a team of full shinies so im good with dat XD

     

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    On 5/2/2021 at 12:58 PM, Beaufils said:

    The real question is : are we going to see the staraptor ametrine kid in the nightclub and is he going to sweep us with his Unfezant

     

    On 5/2/2021 at 1:36 PM, andracass said:

    pfffffft

    sure

    I'm all for it! But this Unfezant HAS to be named Staraptor in battle for the lulz!

     

    Jokes aside, i got two real question here about the changes to early game encounters:

     

    Question No. 1:

    So you said players can encounter a wider variety of Pokémon early on in the game, which i really like, as it gives players new strategies to work with. But how does this affect the early game wild encounters in general? Will you just add new Pokémon to the early game, or will you also move some Pokémon that are currently early game encounters to a later point in the game?

     

    Question No. 2:

    Will those Pokémon that are being added to early game removed from their current EP18 wild encounter locations, or can you still find them whereever they are found in EP18?

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    On 5/1/2021 at 2:45 PM, Kobayashi said:

    I respect the idea, but I think I prefer current Reborn's difficulty conceptually. Oh well, I can just do my next playthrough on e18 and update after Hardy's gym

     

    Great work!

    Another thing I forgot to add is while I think most of these changes will be no big deal, I'm pretty bummed at the changes in the availability of Pokemon. For me, a big part of what makes Reborn so amazing is using Pokemon you'd normally ignore and therefore creating a bond and memories that mainline games can only DREAM of having. I know you said that concept will live on, but it was really fun having to think up strats with weird, typically weak Pokemon (Tranquill for Florinia and Kricketune for early game as a whole come to mind)

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    Great to hear; this will make early game players have less of a hellish time.

     

    I have a suggestion though; can we make the PC box searchable. Like we can search for specific pokemon and maybe moves/items. I know there are mods for that, but it would be really cool if it were done naturally

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    On 5/3/2021 at 2:41 AM, Kenneth said:

    Why the hate for difficulty being hard, though?

    i... there... isn't? what? where does this come from?

    for one thing, i explicitly talk about how the difficulty is one of the main draws of the game anyway. it's one of my main draws to the game.

    On 5/3/2021 at 2:41 AM, Kenneth said:

    Please, reconsider!

    tenor.gif

    god what do think we're doing, giving you cresselia before the first gym? more options do not inherently mean "easier". the idea that we're going to work on a game this long just to break it at the end is really something.

    On 5/3/2021 at 2:41 AM, Kenneth said:

    Before renovation, keep the rares rares and the denizens of a semi destroyed environment in lowered numbers and in hiding, please!

    a tiny handful of additional pokemon being available in early game is not the end of the world.

    please reconsider.

    On 5/3/2021 at 2:41 AM, Kenneth said:

    ever since recent AI changes made the game extremely easy

    can i stop you right there? i think i've heard that one before.

    it may come as a surprise, but we actually don't want that and have been working on the ai for the better part of a year now.

    On 5/3/2021 at 2:41 AM, Kenneth said:

    At least, remember to fix errors in movesets, please. There are quite a few.

    might i suggest reporting bugs rather than bitching about them?

    On 5/3/2021 at 2:41 AM, Kenneth said:

    Did it really have to be cut that short?

    i wanted it to be cut shorter, personally.

    if you want to do pickup grinding, that's your prerogative. you can also, in fact, still do that.

     

    i suspect that once e19 comes out, a lot of the "difficulty" complaints are going to disappear into dust, but this post will continue to exist as a reminder of the worst of them.

    On 5/2/2021 at 5:54 PM, 5uperdawg said:

    Cass, are there going to be pokemon above level 100?????????????????

    (if so, do we get level 100+ pokemon?)

    yes! also yes.

    kinda still figuring all of that out, but main game will run up to level 100 and post game will run up to 150. probably. we'll tweak it if 150 is a problem.

    20 hours ago, Kite Silvers said:

    but any chance of an option to choose between save files? Beside good ol' cut, copy and paste, I mean. 

    oh dear.

    so i dunno how to tell you this, but we've had multiple saves implemented for a little bit now...

    you should just be able to pull the most recent version and use them

    16 hours ago, ShogokiX said:

    So you said players can encounter a wider variety of Pokémon early on in the game, which i really like, as it gives players new strategies to work with. But how does this affect the early game wild encounters in general? Will you just add new Pokémon to the early game, or will you also move some Pokémon that are currently early game encounters to a later point in the game?

    for the most part, wild encounters are going to be the same. the new mons will be added as events/trades.

    16 hours ago, ShogokiX said:

    Will those Pokémon that are being added to early game removed from their current EP18 wild encounter locations, or can you still find them whereever they are found in EP18?

    we won't be removing anyone! this'll just be bonus mon availability.

    16 hours ago, Kobayashi said:

    Another thing I forgot to add is while I think most of these changes will be no big deal, I'm pretty bummed at the changes in the availability of Pokemon. For me, a big part of what makes Reborn so amazing is using Pokemon you'd normally ignore and therefore creating a bond and memories that mainline games can only DREAM of having. I know you said that concept will live on, but it was really fun having to think up strats with weird, typically weak Pokemon (Tranquill for Florinia and Kricketune for early game as a whole come to mind)

    have i missed something?

    is everyone secretly using delibird as a mainstay in their teams?

    i am so confused. why do people think this is going to change? just because it's not kricketune doesn't mean i'm giving you a broken-ass mon the moment you step out of opal. c'mon now.

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    1 hour ago, andracass said:

    i... there... isn't? what? where does this come from?

    for one thing, i explicitly talk about how the difficulty is one of the main draws of the game anyway. it's one of my main draws to the game.

     

    god what do think we're doing, giving you cresselia before the first gym? more options do not inherently mean "easier". the idea that we're going to work on a game this long just to break it at the end is really something.

    a tiny handful of additional pokemon being available in early game is not the end of the world.

     

     

    I think what Andracass is trying to say here is that there's little to no use complaining about the plan when we know nothing about the implementation. All we need to do is have a little faith, follow the trail of wonderful additions and fall down the rabbithole once more when e19 comes out. Then, and only then, can we spout complaints for the team to heed or ignore at their leisure. Though I do think they'd much prefer bug reports and constructive feedback.

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    2 hours ago, andracass said:

    oh dear.

    so i dunno how to tell you this, but we've had multiple saves implemented for a little bit now...

    you should just be able to pull the most recent version and use them

    Damn, you work fast! 

    Welp, seems like my version needs a little update.

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    2 hours ago, andracass said:

    for the most part, wild encounters are going to be the same. the new mons will be added as events/trades.

    we won't be removing anyone! this'll just be bonus mon availability.

    Good news, really! Can't wait to see which Pokémon will be added to early game, and how many in total.

     

    19 hours ago, Kobayashi said:

    Another thing I forgot to add is while I think most of these changes will be no big deal, I'm pretty bummed at the changes in the availability of Pokemon. For me, a big part of what makes Reborn so amazing is using Pokemon you'd normally ignore and therefore creating a bond and memories that mainline games can only DREAM of having. I know you said that concept will live on, but it was really fun having to think up strats with weird, typically weak Pokemon (Tranquill for Florinia and Kricketune for early game as a whole come to mind)

     

    3 hours ago, andracass said:

    have i missed something?

    is everyone secretly using delibird as a mainstay in their teams?

    i am so confused. why do people think this is going to change? just because it's not kricketune doesn't mean i'm giving you a broken-ass mon the moment you step out of opal. c'mon now.

    Yeah, i don't really think that the new early game Pokémon will have THAT big of an overall impact. It will most likely be a selection of mons that are overall considered to be "weak" among their types. While Cass did say we will have at least 2 mons per type that "qualify" at the point we can challenge the first gym, we most certainly won't get a Drilbur or a Gible that early in the game. No worries there on my part.

    And just because it's there doesn't mean you have to use it. I have to admit that i never used Kricketune in any of my runs, even though i always got it early on. Everyone says that thing destroys the first gyms, yet i found Caterpie to be a way better choice in the long run, so i trained it to get Butterfree asap.

    If there is one thing Reborn has taught me, it's to turn Pokémon that are generally discarded as "weak" into instruments of mass destruction.

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    Well, I'll be blunt. Andracass, you beautiful being, come here I'm gonna hug you hard a couple of ribs are getting cracked.

    You solved my main pain, really. thanks a lot. And also I'm into easy mode team, have a bunch of friends that love the story and aren0t much into battles, so this would let us all play together. So yeah, you rule, we love it.

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    I love everything about this. Except for the fact that you'll be able ev train and grind so easy. That may be a weird thing to not like but a certain someone said that a pulse machine will give all meteors pokemon max EVs. And I think ivs too? Idk I just feel like it's going to be easier. Also the fact that pidove is not a staraptor lol

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    Honestly Cass love everything you're doing here. I just started a new run after a full playthru back right after ep18 came out, and you've fixed 95% of my problems. I'll just bitch for a bit with a couple suggestions so I can get No'd like all the cool kids.

     

    SW/SH fucked a lot of shit up, but their QoL for teambuilding was freaking wonderful. One of the things I feel like you may be missing out on here is Egg Move Transfers in daycare. I get attached to my mons and I don't want to switch it out just because it never learned an egg move. Being able to transfer an egg move when you have an open slot was a great QoL feature that I think Reborn should def have (although EXP changes make it less annoying to train up a new boi, just hurts my sentimental heart)

    EV Resetter: Berries work but are cumbersome. With the new EV training tools I'd love to just be able to say "wipe all my EVs" so that I can retrain them. Just a thought.

     

    Let us choose a nature at the 7th street nature changer. Honestly, outside of maybe nuzlocke's and challenge runs, I've never seen a person just go there and spend a pile of heart scales to get their intended nature. Everyone I know just saves before and resets until they either get their desired nature or until they get tired of it and decide "I guess Rash Gardevoir is good enough...". If getting your intended nature effectively costs one heart scale, just let us choose instead of wasting time.

     

    Thank you for coming to my ted talk. Lots of love for the changes.

     

    P.S. put in poison jab TM earlier (maybe Azurine island? Maybe later...) Muk and Arbok are already not great, don't make their only physical poison move come at 50+ and have 5pp

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    2 hours ago, MrCurler said:

    Let us choose a nature at the 7th street nature changer. Honestly, outside of maybe nuzlocke's and challenge runs, I've never seen a person just go there and spend a pile of heart scales to get their intended nature. Everyone I know just saves before and resets until they either get their desired nature or until they get tired of it and decide "I guess Rash Gardevoir is good enough...". If getting your intended nature effectively costs one heart scale, just let us choose instead of wasting time.

    If memory serves, can't you choose the nature at the Nature Selector? It costs 3 Scales, but it's doable last time I played.

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    2 hours ago, CaptainMomo said:

    If memory serves, can't you choose the nature at the Nature Selector? It costs 3 Scales, but it's doable last time I played.

    I may be misremembering from an old version... Scratch that from the record, my old man memories are blending together D:

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    I for one am very excited. You and the team have never let me down before and I don’t think that will change. Still a little shocked some people still find ways to complain but I guess you can’t please everyone. Wish you all good luck in the last big stretch here. Much love to all of you :D

     

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    7 hours ago, MrCurler said:

    Being able to transfer an egg move when you have an open slot was a great QoL feature that I think Reborn should def have

    i'd be open to this.

    7 hours ago, MrCurler said:

    EV Resetter: Berries work but are cumbersome. With the new EV training tools I'd love to just be able to say "wipe all my EVs" so that I can retrain them. Just a thought.

    there are still the EV reset discs available after the city gets restored...

    7 hours ago, MrCurler said:

    Let us choose a nature at the 7th street nature changer.

    uh oh..............................................................

    so.........................................................................................

    we already have that............................................................................................................................................................................................

    7 hours ago, MrCurler said:

    put in poison jab TM earlier

    it's not remotely as early as i think you're hoping, but it is earlier!

    24 minutes ago, Nebula274 said:

    Still a little shocked some people still find ways to complain but I guess you can’t please everyone.

    same. maybe i'll make a hard mode but it just causes more grinding pain.

    ev's only work if you have 8 of them, and you only gain 1/4 EXP...

    could bundle that with the 0IV mod........

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    What a shame... these new "Quality of Life" updates have basically put Reborn on par with SW/SH in terms of difficulty. Well, I know better than to whine about things I have no involvement in, so I'll accept this without complaint. Thank you for all the hard work you're putting in for us, and all you've done these past few years.

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    1 hour ago, ᅠᅠ ᅠᅠᅠᅠᅠ ᅠᅠᅠᅠᅠ said:

    put Reborn on par with SW/SH in terms of difficulty

    on par with swsh difficulty??

    QOL updates to make the game easier to play and less tedious

    the battles aren't going to become easier

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    3 minutes ago, sayar said:

    on par with swsh difficulty??

    QOL updates to make the game easier to play and less tedious

    the game isn't going to become easier

    Whatever you say, buddy. We'll just have to agree to disagree, I guess. The way I see it, these updates will make Reborn a cakewalk. 

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    11 minutes ago, sayar said:

    on par with swsh difficulty??

    QOL updates to make the game easier to play and less tedious

    the battles aren't going to become easier

    this dev blog post has shown me that there are a lot of people who have come to equate "tedium" with "difficulty".

    i suspect those people will probably be proven wrong, but i suppose no one will really know until the game comes out...

    1 hour ago, ᅠᅠ ᅠᅠᅠᅠᅠ ᅠᅠᅠᅠᅠ said:

    these new "Quality of Life" updates have basically put Reborn on par with SW/SH in terms of difficulty

    this feels like a stretch, though. did you know that the final tournament doesn't have a single mon with held items? it's true!

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    5 minutes ago, andracass said:

    this dev blog post has shown me that there are a lot of people who have come to equate "tedium" with "difficulty".

    i suspect those people will probably be proven wrong, but i suppose no one will really know until the game comes out...

    this feels like a stretch, though. did you know that the final tournament doesn't have a single mon with held items? it's true!

    Perhaps my comparison to SW/SH was a bit extreme. Without a doubt, you're right, I won't truly know the difficulty until I can experience it first hand, and be taken in by its warm, loving embrace. 

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    2 hours ago, ᅠᅠ ᅠᅠᅠᅠᅠ ᅠᅠᅠᅠᅠ said:

    What a shame... these new "Quality of Life" updates have basically put Reborn on par with SW/SH in terms of difficulty. Well, I know better than to whine about things I have no involvement in, so I'll accept this without complaint. Thank you for all the hard work you're putting in for us, and all you've done these past few years.

    What are you talking about? Easier accessibility to grinding methods does not make a game less difficult. Sword and Shield were ridiculously easy because you were overleveled for every single fight, and the bad pokemon rosters. This will NEVER be physically possible in reborn because of the level cap, and well thought teams. I guess people will always find ways to complain... 

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    7 minutes ago, Gastronely said:

    What are you talking about? Easier accessibility to grinding methods does not make a game difficult. Sword and Shield were ridiculously easy because you were overleveled for every single fight, and the bad pokemon rosters. This will NEVER be physically possible in reborn because of the level cap, and well thought teams. I guess people will always find ways to complain... 

    I can see we've reached an impasse, so I'll only say this: We're all entitled to our own opinions. You have yours, I have mine, simple as that.

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    My favorite Reborn mod is the one how allow your pokemons to learn egg moves from the tutor, can this be a feature in the official game? even if is more late game and or be more expensive than just a single heart scale.

    For me this is not even about the grinding, i just grows too attached to my pokemons to want to swap then for another version with the right moveset :(

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    Some people here seem to think that Reborn EP19 is going to be so easy that anyone could steamroll the game....

    Well, that gives me a great idea^^

     

    Hey @Amethyst and @andracass, what do you think would be the average time to beat Reborn EP19 starting from a fresh save?

    Just throw us a number of hours that you think sounds somewhat doable for experienced players.

     

    I'd like to see those who claim that Reborn EP19 will be too easy to beat the game in half that time....

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    On 5/3/2021 at 1:22 PM, Kobayashi said:

    Another thing I forgot to add is while I think most of these changes will be no big deal, I'm pretty bummed at the changes in the availability of Pokemon. For me, a big part of what makes Reborn so amazing is using Pokemon you'd normally ignore and therefore creating a bond and memories that mainline games can only DREAM of having. I know you said that concept will live on, but it was really fun having to think up strats with weird, typically weak Pokemon (Tranquill for Florinia and Kricketune for early game as a whole come to mind)

    Yet again, I misread things. I totally misunderstood the part about the level cap. It's TOGGLEABLE WITH EXP ALL?! I'm gonna turn it off, that's AWESOME :D

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    2 hours ago, Kobayashi said:

    Yet again, I misread things. I totally misunderstood the part about the level cap. It's TOGGLEABLE WITH EXP ALL?! I'm gonna turn it off, that's AWESOME :D

    As far as i remember Reborn EP19 will have a password system that will allow you to enable certain features for a new safe file.

    These features include things that are currently enabled through the use of mods, like using any HM without the need to teach it to one of your mons, as long as you have earned the required badge and have the HM itself in your inventory. Even Randomizer, Nuzlocke or Monotype should be included in that password system.

    At least that was the plan back then as far as i remember. Not sure what changed since that announcement back in July 2019....

    But of course a hard level cap is also a possible option to include through this password system.

     

    Yet one thing that i am not sure about any more was the question of whether you NEED to use a fresh save file to use passwords, or if you can enable/disable passwords somehow on existing saves....

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    After beating Reborn/Rejuv a few times each I played a run of Rejuv with a friend and we finished up 2 weeks ago and started Reborn. His only real complaint was the lack of QOL features in Reborn compared to Rejuv, mainly the Audino trainers and EV training rooms.  Glad to see these changes coming

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    I actually one of soft cap team. It's cool to consider not to make your pokemon too strong. Always stop at 1 level under the cap to prevent your pokemon from disobeying you. It also give a use value to Common Candy. Trainers will be stocking them to delevel their pokemon in the middle of the game.
    But yo, I got no complaint about this point.

     

    Anyway, you did a great job on this game. Keep it up!
    I'm a fan of Reborn. Reborn gave me awesome memories. My friend writes his own story based on reborn. And I think I'm gonna make mine too, hahaha. 

    I really hope there are some character interactions in postgame. Maybe it's like... uummm... how do you call it? aaa... side quest, but it's character oriented(?)
    I mean, we beat the game, we enjoyed the main story. It would be nice to take a stroll in the street, smells roses, and enjoy some characters too. 
    But in the end, it's just my thought and suggestion. Feel free to give a no. 

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    20 minutes ago, Kunisada said:

    I really hope there are some character interactions in postgame. Maybe it's like... uummm... how do you call it? aaa... side quest, but it's character oriented(?)
    I mean, we beat the game, we enjoyed the main story. It would be nice to take a stroll in the street, smells roses, and enjoy some characters too. 
    But in the end, it's just my thought and suggestion. Feel free to give a no. 

    that's basically the plan. the main story will be mostly wrapped up by the time you beat the game. 

    postgame's going to be there to have fun. right now it's kind of like a bunch of mini-episodic segments strung together. it'll be a bunch of different sidequests.

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    So.....if the max level will go beyond that of 100, will some of the mons learn new moves from there, or will it just be to increase your mons stats?

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    On 5/5/2021 at 2:39 PM, ShogokiX said:

    As far as i remember Reborn EP19 will have a password system that will allow you to enable certain features for a new safe file.

    These features include things that are currently enabled through the use of mods, like using any HM without the need to teach it to one of your mons, as long as you have earned the required badge and have the HM itself in your inventory. Even Randomizer, Nuzlocke or Monotype should be included in that password system.

    At least that was the plan back then as far as i remember. Not sure what changed since that announcement back in July 2019....

    But of course a hard level cap is also a possible option to include through this password system.

     

    Yet one thing that i am not sure about any more was the question of whether you NEED to use a fresh save file to use passwords, or if you can enable/disable passwords somehow on existing saves....

    I'm pretty confident I saw Cass say that the Hard level cap was toggleable from the beginning, but once you turn it on, you can't turn it off. Don't quote me on that though

     

    For me personally, I like how soft cap gives you another layer of strategy where you can choose to keep your mons below the cap so they're weaker but more consistent or raise them above it so they're stronger but more luck is involved

    Although I get the appeal of hard cap too

    Glad to see they can both exist in harmony :)

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    Can you make the EV reset discs cheaper? 10k each is a bit pricy since you'll be using between 2 and 4 + berries on anything you already have trained up. I know cash isn't particularly hard to come by at the point in the game when you'll be buying them (clown gives 4.4k per battle), but money farming can still be pretty tedious. Also, this is more of a nitpick but could the potency of EV reducing berries get upped? Mass feeding berries that only drop EVs by 10 each gets boring real fast. Going by what you said in the post, it might even be less tedious to breed a completely new team and candy + power item them up than re-training a team that's on level which doesn't really sound right. Also even more of a nitpick, but could the potency of flame body and similar abilities on eggs be upped?

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    Hey. I apologize for not being super familiar with how this process usually goes down.

    Does the latest download of Reborn already have these changes in effect, or will this come in e19? About to start a new game again and if I can play with these changes I'll go redownload right now.

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    21 hours ago, ShogokiX said:

    So.....if the max level will go beyond that of 100, will some of the mons learn new moves from there, or will it just be to increase your mons stats?

    just the stats. no one's got time to update movesets............

    8 hours ago, Kobayashi said:

    I'm pretty confident I saw Cass say that the Hard level cap was toggleable from the beginning, but once you turn it on, you can't turn it off. Don't quote me on that though

    yup

    8 hours ago, lqsx said:

    Can you make the EV reset discs cheaper?

    better idea

    i'll make them more expensive

    but also re-usable

    1 hour ago, BCrule said:

    Does the latest download of Reborn already have these changes in effect, or will this come in e19?

    it'll come in e19.........................

    like, this is the kind of thing that bums me out a bit too, but if i have to keep track of scripts in multiple versions and multiple games i think my brain will explode.

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    I think all of these changes are absolutely fantastic additions. I also think we're well past the point of considering wasting time as 'difficulty'. I think anyone that believes this is making the game easier rather than more convenient is missing the point that most of these qol improvements won't help you win battles, they'll just make it easier for you to tackle these encounters the way you actually want to rather than making you decide between smashing your face against them with whatever team you have that's 'battle ready' and the team you'd like to use but would take another 3 hours to raise to the appropriate level. As for anyone that actually enjoy grinding, or even enjoy the lack of level cap, you can just not use the exp. all or turn on the level cap, your experience will be (largely) unaltered and other people will get to appreciate the quality of life improvement, so please reconsider your stance!
    One thing I'd like to chime in on and potentially as a suggestion(?) as someone that enjoys ev training and testing out different setups on pokemon, sometimes I need really specific EV numbers to make the set work, but at the same time EV training takes a long time, so I really appreciate the buff to the ev training items, but is there a chance we could get a 'light' version that gives say, 4-8? That might just be me being lazy at that point, grinding to 16-24 EVs doesn't take that long even without the item, so it's no big deal in the grand scheme of things.

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    Almost no one talk about the relationship points, I was very interested from the very beginning and so would like to inquire: I felt like those points were for something big (I can see a lot of thoughts were put into the idea) and so I was expecting alternate scenario/quest/ending, but now it feels like it will be pretty much useless. I wondered if it's because you changed your plans later on (maybe you had a change of heart and decided to not bother with those anymore because it was too much of a hassle?) or was it planned this way from the very beginning? 

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    Has the idea of doing a flat increase to each level cap (of +5 or something) with a universal exp boost been considered as another difficulty option? Probably won't use it myself but it will probably make the game way more accessible to casual pokemon players that have no idea what EVs, natures, and X items are.

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