Hello! It's been a while! A few months have passed since the last update, but we got some Spicy New Art Previews(TM) for everyone in store. Battle backgrounds, battle sprites, vs sprite updates, oh my! We've got it all... and more! Remember that popularity poll back in 2020? I've got something to show off in regards to that as well. Spoiler tagged just in case, as there are spoilers for V13 in this post! Disclaimer that everything shown here is still subject to change (except for the last thing I'll be showing) as we continue development, but without further ado, let's start with the first thing; battle backgrounds.
Three of new variations of battle backgrounds being added are for beaches, Grand Dream City and... Zeight? Oh boy. Wonder when that's gonna be used 🤔 The backgrounds were made by yours truly!
Grand Dream City
Our lovely new artist Dallas has been working hard on making and updating some more of the battle sprites for some of the NPCs, as some have gotten a makeover! Say goodbye to the Hardcore Trainer's and the Battle girl's old sprites, for your new ones have arrived! Old sprites are on the left and the new ones are on the right.
VS Sprite updates
I've also been working on updating some of the VS portraits as some had some crust on them from being outdated compared to the rest. I won't be giving a full on explanation for each of them this time, so it might just be best to see the results for yourself. The updates include Zetta, Kieran, Erin and more! Can you spot the differences?
Oh, and speaking of Erin...
I mentioned the popularity poll, right? Well, back in 2020 Erin placed third in the poll, meaning she would receive some special bonus artwork alongside Aelita (1st place) and Venam (4th place, getting the prize instead of Melia who placed 2nd as she was slated to be getting artwork for V13 to begin with and has already been featured in official art a ton). And after like 209381029381 years of being too busy to work on this, I've finally gotten around to working on the art that she'd be receiving! Please take a look!
As per usual with any official art I make, the artwork has been uploaded to the official art thread as well as having a sta.sh links to two different wallpaper versions (with 1440p being the full resolution version). The only one left to make bonus art for is Venam! Maybe I'll have it done in time for 13.5's release? Who knows, entirely depends on whether I get around to doing that on time. Otherwise it'll be somewhere between 13.5's and V14's release! We Shall See(TM)
That being said, that's all for now. Hope y'all got a kick out of these and enjoy all the new work! There's more to come, but some of it will remain a ~*~*~*Little Secret*~*~*~ until 13.5's release, so hold onto your horses until then. Our dev team is working hard to get everything working again and slowly but surely everything's starting to come together, but we ask for a little bit more of your patience for the remaining time!
Thank you again for enjoying the game and see y'all on the flipside!!!
Hi! It sure is August, huh. About to be my birthday again soon too. Why is time moving so fast??? Anyway.......................
Last month I opened up applications for new dev team members! There were a LOT of applications. More than I expected.
Thank you for that!
Of course, realistically I couldn't accept each and every one because... yeah, but I want to thank you again just because seeing
the amount of people who wanted to put their all into this project was honestly very touching tbh.
I've also kept some applications that looked promising for future stuff if I ever end up needing help again.
That being said, August was a slow month for me. It usually is. It's when I take off time to go outside and touch grass as that one tumblr ask told me to do lol.
and touch grass I did. Am I feeling refreshed? Ehh... But an attempt was made! But you know what wasn't slow? My amazing new team members who swooped in
and carried me this past month. I'd like to introduce them to you all!
And that's all! They have been welcome additions to the team and productivity has spiked like crazy. Really exciting.
Did you know that Soulja completed literally all the sprites for our planned Aevium mons (and more), already? Seriously, they did.
Allow me to share one with you!
Dragon Mono players, rejoice, a new early dragon mon has dropped! (Concept Art)
IIRC, this was not a planned mon. This was something of Soulja's own creation. I think it looks great. Not because I'm biased and love the Sewaddle line or anything. nope.
As for me, I've been focusing on GDC again and quite recently fixing up the desert. Lemme show y'all what I got:
Not much in terms of actual new content to show, but I hope these screenshots look promising nonetheless!
Well, that's really about it. This post was mostly here to introduce the new team members and let everyone know what's up. If I had to give an estimate of where I'm at development wise, I'd say over halfway, but still nowhere near completion. Maybe 60-70% done? Game is still slated for this year hopefully... Really pushing for it but time is runnin' out and I'm a busy lad irl!!!!! Always trying my best though. Please bear with me <3.
game is still broken lol. But bc of New Team Members, it's a lot less broken. ty new team members. u are da real 1's
Okay, let's start with the Big Thing. Rejuv is going through a major script overhaul. In short, Rejuv/Desu/Reborn are being formatted to use the same scripts so that when a new change is implemented, it can easily be done across all three games. tl:dr, optimization yada yada. Recently this process started for Rejuv and well... How can I say this eloquently...
Shit's fucked, shit's broken, and we need a helping hand to make things not fucked.
The basic requirement for this is, ah, uh, lemme look at the cue cards... uh... "Know how to code, and get along with Cass."
Right, that aside, I'm also extending this for people who want to help and are experienced with spriting-- Particularly in editing/dealing with Pokemon sprites. With Gen 9 looming and all of our ambitious takes with Aevian mons... Well, quite frankly, we need help in that department too. (If you think you can do well editing tilesets, or animating moves, that'd be a big help too!) Discord is required.
Zumi's edit 17/7/2022: Also, please make sure you actually have time to contribute! We're looking for people who are able to consistently help out during development. While we try to be as understanding as possible about any circumstances that pop up and IRL responsibilities are also super important, times like right before and on version release we need all hands on deck, so please make sure you're not signing up while already having too much on your hands.
Sprite Artist Application:
Before I start with the updates, I want to reiterate that v13.5 is a full version. With its own new storyline, and sidequests... I have to put that there because I got some nasty tumblr asks a while back dogging me about "taking too long for a half version".
it's not a half version. Even if it was, making a game takes time. I also have my own personal life. Please be patient. If you're not patient, die mad about it. I'll take as long as I need. Okay? Ok.
Obligatory collage of in game images GO!
Grand Dream City has been under the radar during this update. My goal with this area was to make every singe map look distinguishable, and to have a clear layout so that getting lost wouldn't be an issue.
Of course, some people can't help but get lost. That's a given, but I wanted to make it so that when you get lost, it's easy to get back on track.
So... What's new with GDC? Besides the new maps, of course.
All districts will be open the moment you arrive. That includes the festival area with all the mini-games. (Route 9 will not be available.)
Maps have been compacted.
New bus line. This will get you places the train cannot!
New Train/Bus pass item. If obtained, transportation becomes free.
New Help Requests.
I've mentioned that there's a new quest log system, right? Pretty sure I have. TL:DR on that is, you get a quest, it's logged in a new menu, and it will be there to tell you what to do and what rewards are available.
However, in addition to that, Help Requests can now be started anywhere. If you come across Sasha lamenting over her mother's absence, you can start the quest just by speaking with her. Girl with the lost Starly? Speak with her! The quest will begin.
Additionally, if you like just grabbing all the quests in one place, you can still use the Help Centers to do so.
New Battle UI:
So uhh... We're getting new UI! The UI we've been using initially was Reborn's, then we moved onto use Xenogene's (recolored blue), and now we're moving onto our own unique interface!
It's not finished, so keep that in mind!
Some things to take note of:
Status changes the entirety of the health bar. There's also a faint marking over the health bar as well.
New shiny symbol.
Crests and Mega evolution symbols are in the same spot.
Legends Arceus Mons:
- We're probably going to push these with Gen 9 because we still don't have a lot of info on them, and with Gen 9 seemingly bringing them into the game as well, they're probably going to have a lot of changes as well. Plus, we have a lot on our plate already.
But that's all-- Huh? What? ... Oh, yeah, okay.
So a little something for veteran Rejuv players (I'm talkin' like, V1 players) I have a small lil treat for you!
also known as "zumi has discovered the flip canvas button in clip studio paint"
As I previewed in the previous dev post, I've been going back and editing all the character artwork! A while ago I've noticed that qualitatively the old artwork really does not match up with the more recent art. This is both because the more recent artwork wasn't made in a rush and is simultaneously also made after I've gained more skill in drawing. Out of curiosity (and also after seeing some flipped art in youtube thumbnails) I decided to check to see how the art looked when flipped and found out a huge majority of the artwork suffers from what I like to call mirror syndrome,
meaning, the moment when the canvas is flipped the face decides to skew itself in 23409823 different directions.
I wanted to scream. No way in hell i was gonna let that remain that way, so being the reasonable and completely sane person that I am (that's a lie) (i'm not sane) (reasonable is debatable) i thought it was a SPLENDID idea to go and edit the 120+ pieces of art I've made (including some stuff that hasn't been shown off) to be better! because i'm normal like that. eyup.
That being said though, I'm not going to showcase all of the changes because this post would literally take me another whole ass day to write, so instead I invite you to look at the new versions in the official art thread! I've also updated the art post to include new versions of all the icons, and have also made completely new wallpapers of the updated character art to go along with that are generally darker in terms of colors and don't blast your eyes out when changing back to your desktop at 2 am if you're like me!! They're also infinitely easier to set up!!!!!!!! And won't get outdated with every map update!!!!!!!!!!!!!!!!!! it's pretty great and they look super nice in practice. go check them out!
Before I leave people to their devices though, I did tease a certain character getting artwork on discord and twitter, didn't I? Well, no need to wait with baited breath anymore, for here he is; The new appearance of Adam Might as you first see him in Grand Dream City!
Adam's always meant to be kind of a showoff during the time you spend in GDC, but his old appearance really did not do it justice. Jan himself explained that the reason for Adam's somewhat weird appearance in GDC was because of his own perceived lack of skill with spriting at the time, so we ended up deciding that it was time for a redesign. He kept the open blouse and sunglasses, but pretty much everything else has changed. There's a couple of throwbacks to his Blacksteeple/Terajuma outfit worked into his new outfit, though! His sprites have also been updated to match the new appearance and will be included in the upcoming update, 13.5.
But wait, there's more!
If you take a look at some of Jan's older posts, you'll maybe have noticed that Ariana's sprite has been updated, and maybe have suspected her design got an update. And it's true! That's exactly what happened! Her design has been revised for both her first and second appearance, and her artwork has been changed to match. Her design didn't change too much from her old one, but it does have more detail than the old one as the previous one was a bit too plain in comparison to most other protag designs.
That's all for now though! Again, I invite people to look through the new art as I've spent quite a bit of time on making sure the art looks better. The art will also be updated in-game! For now, thank you for your time!
i'll stop hogging the dev blog for now i promise. i've been posting too much sdkjsdklfjsdlkfhsdgskdjslfdlskdj
Well, here it is, the long awaited follow up to the balancing survey we held for Normal mode. Better strap in for a long read, as I’ve got quite a couple of things to talk about!
I’ve been kinda putting off making a post about this because of the inevitable complaints we’re going to get bombarded with in the comments of people who refuse to look at things from our perspective, so before I talk about any of the preliminary changes we’ve come up with at this point, I want to make a few things absolutely clear to people as I don’t feel like having to repeat myself like a broken record in the comments.
Yes, the overall difficulty will be toned down for the vanilla experience rather than being adjusted to make fights more difficult. We do not care if you don’t like these changes because “MUH CHALLENGE”, it is not our problem anymore. We want to give the player a smooth experience where you don’t have to get stuck on the same fight for hours on end, and with the current state of balancing it’s just not possible to give that experience. If you really want to continuously get pulped by every single fight in the game, there will be passwords added in either V13.5 or V14 that will manage difficulty on a smaller scale to make things harder or easier– please use those instead. The amount of challenge you give yourself is in your hands from this point forward, we’re not going to make things purposefully insanely difficult anymore as dealing with people getting mad at us for making things too hard is just… so not worth the time and energy. If you're an intense/veteran normal player and want to retain the challenge you enjoy, I suggest you make use of said passwords or look into difficulty mods instead—we're leaving intense in the hands of the community now instead.
We are responding to data we’ve collected with the survey. We’ve had close to 350 responses to the survey! Sure, it's not the complete playerbase (it's impossible to collect the opinion of everyone anyways), but it's a much more reliable data source than smaller circles like rejuv gen and the likes are. As a result, it gave us a much better indication of what fights truly are troublesome and which ones are fine. Turns out that fights some people perceive as “too easy” has shown in the survey that they're actually a lot more challenging for people than we thought! From chapter 2 onwards, every chapter had at least one major fight that was giving people problems one way or another— yes, even fights that we as the devs were surprised that people were having trouble with. We are simply adjusting according to the averages and read through the notes people left to sift out what the sore spots were for those fights for most people.
“But why aren’t you appealing to the audience that likes the challenge?!?!” I hate to break it to you, but that group of people is a small but vocal minority. And besides, no matter what we decide to change, someone will be pissed off and will disagree. Jan’s somewhat recent post on tumblr best explains how it is dealing with this, it always feels like a losing game trying to satisfy everyone. Balancing Pokémon—which is inherently unbalanced to begin with—in a way that it’s fair for everyone is a NIGHTMARE. So to answer your question, at this point we’re just trying to make it fun for the biggest group of people possible, which is a more casual playerbase. As such, we’re improving overall QOL by making fights not as difficult so the game feels more streamlined to get through.
THESE CHANGES ARE PRELIMINARY, AND NOT ALL OF THE CHANGES WE'RE MAKING. Like I tried to explain in the comments about the boss bars in Jan's previous post on the dev blog, if something turns out to not work as well in practice, we will likely change them over the course of testing and see if things work better that way. If a fight is still too difficult, we'll likely make more changes to adjust accordingly. The stuff mentioned in the post is the changes we've made prior to testing, and which we'll have to try out to see if it works out.
For now, I would appreciate it if people would hold their horses about yelling in the comments that they don't like the changes (regardless of whether they seem to make things easier or harder) because we've literally not even tested some of these in practice, thus we don't know for sure whether these changes will be definite or if they will receive further revisions. We're communicating this with you guys because we see value in being transparent about changes we make and being honest about what the current situation's like.
Sorry if the game’s difficulty is not heading in the direction you want it to, but we've decided that we want to steer the game in the direction that's the most fun for the devs to work on as well, and specifically Jan's. He's the one who has to make the game, and in the end we've agreed that this is the healthiest for both us and the game in the long run. On top of that, I want to stress that just because we're very open about communicating to people about development and therefore are generally very much within reach of the playerbase, it does NOT mean people have the right to send us pointed or passive aggressive messages constantly telling us how you don't like certain things. This is not your game, and therefore these are not your decisions to make. Once again, if Jan (and subsequently the rest of the team) stops having fun, Rejuvenation stops being made. Please, we ask you to treat us with respect over this.
That being said and on a more positive note… Let’s move on to the actual changes, shall we? I'll put stuff for each individual thing that I'll cover in spoilers in the case people would rather not know about specific changes! New additions are marked in green, changes are marked in yellow and things that got removed are marked in red. The new additions are added on top of the existing field, so most of the changes do not fully replace what's already there, but instead will open up more avenues for the player to make use of when going into a fight.
(Frozen) Dimensional field & Angie
Sky field & Souta
Haunted field & Narcissa
Bewitched woods & Flora/Florin
Some more minor but notable changes...
As mentioned before, these are preliminary and definitely not the only things we're looking at to change. Stuff like Geara's battles, boss battles and most other gym leaders that haven't been mentioned before are being looked at—with Saki's fight likely being redone from the ground up due to that the fight is fundamentally a pain in the ass and can't be fixed with just one or two minor changes. It's taking time as people are busy, but we're still working on them and hoping we can find a solution for making the fights more manageable than they are now.
That's all for now in regards to changes! We're adding more in the future and there'll probably be another post about it when the ideas have become more concrete, but that'll be a while away from now. For the time being, we'll keep working hard to make the game a better experience overall.
What's next on the list to do? Well for me specifically, if you've seen my twitter last week or so, I'm working on fixing up the official artwork for almost all of the characters as I've come to realize I really should've utilized flipping the canvas more often to see if what I drew makes any proportional sense........... of which a lot I'm ashamed to say they did not. BUT I'M WORKING ON IT. Will it get a separate post detailing EVERYTHING? Probably not. But I'll be making a post when everything's been uploaded and fixed! Here's a couple of the more notable changes.
Oh, and I'm considering making completely new wallpapers with the character art that doesn't blast your eyes out at 2 am. But that's up in the air. we'll see.......................
anyways this post has gone on for long enough. i'm done hogging the dev blog for today, so until next time!!! please don't kill me in the comments!!!!!!!!!!!!! thank you!!!!!!!!!!!!!!!!!!!!!!!!!
So at this point, it's probably not that big of a secret that 13.5 is turning out to be about as substantial as a whole ass version. Sure, it's no V13 tier of copious amounts content mind you, but still plenty substantial in both content that's being added and content that's being updated as well. And with old content being updated comes the tradition of the per-version session where I go absolutely fucking off the shits with cleaning up the sprites because I've come to realize that stuff does not look as good as they could be. It's a fun time! And there's more updates to sprites to come, but I figured I'd show off some of the stuff that's been cleaned up during the first day I sat down and worked on a bunch of the sprites.
thank you github fork for making the comparisons far easier to show off because of the old/new comparison display. god bless
Starting off with Keta, as I've previewed one of the sprites before on twitter!
His sprites were in need of cleanup on several fronts. The first one needed a correction on the hair to be less round and more accurate to his official art, as well as the torso needing to be angled a bit better. He also actually has a neck in the sprite now LMAO
As for his bad future attire, the sprite as a whole just seemed entirely inaccurate to what his other sprite looks like, so it's more drastic of a makeover. in crim's words,
and frankly, i think that's an accurate assessment. He's also taller and like with his other sprite, his hair has been resprited to be more accurate as well! As a whole, it looks more appropriate for him. nice
Next up, Ren! Specifically, his outcast sprites.
Nothing too special going on here, just minor cleanup on his coat with the hood up and his face in the second sprite where the hood's down, as it lacked additional shading. Also, the lighting is consistent in the first sprite now!! which it wasn't on the hood!!!! and it was BOTHERING ME TO NO END. so i fixed it. yaaaay
Next up is Agent C(rawli)!
as you can see, he is fucking MINISCULE in the old sprite. Which isn't entirely inexplicable, because he was a child in earlier iterations of Rejuv. That's a remnant of the past though, and nowadays he's an adult and taller at that so I fixed his sprite to be taller and properly reflect those changes.
Erick is next!
Both his battle sprite and his vs portrait were rather dated compared to the other sprites. A lot of the detailing felt messy, as well as his face being very round in his portrait compared to his official art, so I elongated it a bit! The horns also look more defined and the sleeves and shirt have slightly cleaner shading. Colors are also accurate across the board now!
Next up, Neon & Magenta.
Like Erick, these sprites have barely gotten touched at all since they were first made, so I felt after V13 now's as good of a time as any to clean up these sprites. The masks look more accurate to the Puppet Master's overall design, and the colors of the sleeves match the official art now as well. Also the shoes look like actual jester's shoes now!! Honestly for me it also took a little while to get used to the mask looking different, but it deffo looks better regardless.
Next up, everyone's beloved *cough* sky grandpa, Souta.
His sprite has always been a bit of an awkward one, what with the pose being tilted and the robes being rather detailed. This sprite kinda become more of a rework rather than a simple cleanup, and the difference is pretty palpable if I say so myself. It also includes the change in his staff's design which i still need to fix on the official art for both him and eldest, but w/e as well as a general reshade of the robe to have more accurate lighting and colors.
i still hate spriting that robe, by the way. it has no right to give me as much trouble as it does
ANYWAYS.......... Next up is Ryland!
So while his first sprite actually goes unused as of right now, I wanted the cape to be more dynamic. This was in order to match the second sprite's rework, as I fixed the shadows colors to be less... blue? purple-ish??? it shifted very much towards blue on the color wheel, too much to actually look good, so now it's a bit less saturated. The second sprite I actually made from scratch during V12's dev cycle, but ever since later on in V13's dev cycle, that sprite has started to bother me with how much it stands out proportionally compared to other sprites. It didn't feel right, so I felt a rework was in order for 13.5, and the result you can see here! I like this version a lotttttttt better, feels more dynamic imo
Next up, Nim!
It's really just her vs portrait that needed a cleanup. Her face felt very small in comparison to the rest of the sprite, as well as the hand feeling too big, so I fixed both alongside with the hair being more clean looking and not as overly detailed! It's the same thing Erick's sprite suffered from, which is the result of a sprite becoming dated over time compared to my current spriting style.
And last but not least, Melia.
Her first sprite just got some overall cleanup to make her pose feel less static, as well as her hair color being accurate to the other sprites now as well since I hadn't fixed that yet! For the second sprite, I made her taller because this sprite always has felt kinda small compared to the other ones she has. It still feels like she looks small in it, but she's also bent forward slightly so it's like............................. whatever
Though the biggest thing that's changed is this third sprite; her outfit that she wears on Terajuma.
Along with V13.5's changes comes the total overhaul of Terajuma, and along with it comes an outfit change for Melia. We've felt like her current outfit for Terajuma doesn't really fit her that well, especially compared to her other outfits later on in the game, so it got a redesign, along with a change to the official art to match!
I won't quite be uploading the full sized version of the art to the sta.sh archive yet (I'm writing this post on a small amount of time LMAO), but I will later.
That's all for now though! I hope people find it interesting to see the before and afters as per usual, hehe
I'll maybe do another one of these a bit further into development, depends on how much else I end up doing. I do have another post I'll have up in a couple of weeks, but that's in regards to the survey we held, so it won't be about the graphics. So for now this is all you'll be getting!
Hi! It's time for that monthly update! Last month there was no update due to Reborn's release so I'm doing it now instead.
Last month we released a balance survey. If you haven't taken it, I highly encourage you to do so here. (Normal Players Only). At the time of this post we have over 200 responses. Thank you for that! It's no secret that I've felt very conflicted on the game's difficulty at various points. The purpose of this survey is to point out the outliers and address them accordingly. We also have balance changes that intend to streamline gameplay experience a lot more.
But first, obligatory gallery:
--- Below is an excerpt from a past Patreon post ---
FAQ Will Rejuvenation have passwords like Reborn in 13.5?
Very possible, but I am making no promises on this yet. At the latest, v14 will have passwords available to use.
Is Gen 9 being added in v13.5? v14?
Nope, and nope.
Is 13.5 still releasing in the summer?
We need more time, so not likely.
Will romance be in Rejuv (Yes I still get asked this. Daily.)
Scarlet or Violet?
Violet for non "h" reasons.
have a nice day !
tl:dr streamline gameplay. more hidden items, mon availability changes, diminished trainer teams early on, boss bars gone, rifts getting reworked slightly, casual mode overhauled, Field Effect changes, and lastly professor turo is hot.
Hi. I blink and suddenly we're in April. Time is moving faster than my brain can process. A one minute to one month conversion, if you will. Oops. Well, I'll probably stick to doing big update posts once per month. It's what has been happening anyway so may as well keep something consistent.
As usual, let's start with a collage of images I've shared on my discord/patreon recently:
Oh, and I also post cool stuff on my twitter occasionally, if you're interested....
Reborn's final release:
First thing's first. Reborn is going to be releasing very soon in the future and when it does, Rejuv will be hidden from the site. This is being done for obvious reasons (C&D reasons) and is hopefully only temporary. This is just a preliminary warning so that there are no surprises when Rejuv is suddenly poof. Our main site will still be functional though.
Update on Frostbite, Legends: Arceus Content:
So, after the most recent poll we've decided that it's best to just wait for Gen 9 before we decide on anything regarding status changes. It's possible Gen 9 will have updates to those statuses, and even if they don't we can probably include Frostbite along with Freeze.
As for Legends Arceus mons, we've also decided that we should wait for Home before we decide to do anything with those. v13 was bogged down by Gen 8 implementation and I am just Not In The Mood to go through that again even at a smaller scale. Right now I'd like to focus on new Aevian Pokémon.
Gen 8 Implementation:
We did a lot of work on this recently and there actually wasn't that much to Gen 8 DLC. Except for moves. There are a lot of new moves-- But other than that the DLC was kinda wack? Just a ton of legendaries. Moves have not been implemented as of yet because our scripts are Under Construction and it's going to take some time before this is complete. That's the only reason why the percentages under Gen 8 DLC aren't all 100%..
Did you know that all the content in v13.5 is entirely new? Huh? What does that mean? I always mention it but Rejuv had an original private build that went all the way up to Saki's gym battle. But of course in v13 we're past that. This isn't that important I just feel happy that for once I'm actually working on fresh content. Mostly. Anyway, I began work on the update and things are going smoothly!
I wanted to let everyone know that v13.5's story content has two routes! This depends whether or not you're on the good or bad ending routes. I'm interested in your reactions once the version finally drops this year. Still shooting for a Summer release but I'm not going to kill myself to get there. Progress so far is pretty good though! I'm getting a ton done every day even if it's not reflected in the status bar.
I fixed the itemfinder lol:
Long story short. I made the Itemfinder more visually helpful. No longer will it say "omg an item is nearby". If there's an item nearby, an animation will play over the spot where there's a hidden item like so: (Animation is a placeholder)
If there's no item nearby it'll just say hey asshole there's no item nearby try looking elsewhere. So, same as normal. zzz.
thats it. I feel like as I get older these posts become more unhinged and whatever it's fine.
I come bearing news about a new Pokémon that has been discovered somewhere on Terajuma... Researchers Crim and Ceri have been hard at work gathering data on this recent new discovery! They managed to sketch an image of the new Pokémon. Here, take a look!
Not much is known, but we'll bring more updates when more is discovered! Or maybe we won't.
That's all folks.
stay tuned for another trauma dump post May 12-15 idk.
It's been a little while since I've made a general update. Things have been updating very slowly it seems. Why?
Well... The real reason is that I'm just taking it slow! After the main release of v13, I decided for my sanity I needed to take an extended hiatus or take things one at a time. I don't like sitting around doing nothing so the latter option sounded like the best option for me.
That being said, even though I'm taking things slow, I have made good amount of progress in terms of set up!
I know not everyone follows me on Twitter, but I do post interesting things there occasionally!
Here are a collection of things I've worked on in the past few months:
Small Q/A as per usual:
Q1. Will the Pokemon in Legends Arceus be included?
Yes! Will they be included in v13.5? That is unknown at this time. We haven't made a solid decision for those just yet, but we'll have an answer on this soon! P.S. Overqwill is my son, please do not be mean to him.
Sneasler does not exist.
Q2. Is the "Main" content in 13.5 optional?
So, a lot of the sidequests have to do with the main characters and progressing their stories and personalities in less world ending ways.... I've decided to group them all together and a linear progressing mini story. Think of it like Where Love Lies. (Definitely shorter than that though, lmao) So... 13.5 turned into its own version I guess??? However, even if it's grouped together as a mini series, it will never be required to do. In future versions, players will have the option to input a password and automatically complete and receive all the rewards.
Q3: If 13.5 is its own version with its own content, does the content have a title?
Yes. It's named .Karma Files (Dot Karma Files)
Q4: Do you have anything to show from .Karma Files?
Yes! An evening of friends hanging out at the new GDC Night Market!
Q5: When Legends Pokemon are eventually added, how will you handle some of the evolution methods?
So there isn't Strong and Agile style combat in Rejuv, obviously. Stantler's evolution condition is to use its signature move in a Strong style. Instead we'll probably turn them into "Level up + [Have this move learned].
And... That's all! I really want to start updating more often, but I'm still taking my time~.
If you have any questions, please feel free to ask them below!