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  • A Deep Dive into Boss Battles (New music and Aevian mon reveal too!)


    Jan

    Hi again, it's been a while. How are the kids? They don't exist? Ok that's fair.

     

    Today I want to talk to you about Boss Battles. In a previous post I mentioned we were getting rid of them because they didn't work out. But apparently a lot of you loved them??? So we're not throwing them out, omg. 
    We've done a lot of work with them and I think they're spicy as well.

     

    So, let's talk about the changes.

     

    Shields: 
    No longer act like shields from Sword and Shield. Instead, they act more like extra HP bars. If you're privy to the KH series, it's almost identical to that. Similar to the monsters in FE: TH as well.

    Spoiler

    6c3ef3022c0ddc928c440447ddd43dd7.png

    When the HP bar is reduced to 0, it will refill itself and a remaining "shield" will break. 

     

    But we're not stopping there! We're reworking how bosses work in general! @Azeria went above and beyond with this and added special "effects"  when a certain thing happens. Yeah, that "certain" thing is when shields break. 
    Now, when a shield breaks, different things will happen. Here's an extremely (funny) and exaggerated visual example of what I mean.

    Spoiler

    bosstuff.gif

     

    When a shield breaks, Bosses can:

    • Change the field.
    • Change the weather.
    • Gain special move/abilities [Safeguard,Magic Bounce]
    • Have moveset changes.
    • Gain stat boosts/decreases.
    • Call for help in certain instances.
    • Much more !

    In addition to that, 1 hit KO moves are back, but with some caveats.

    • They will only take down 1 bar of HP
    • Cannot be used more than once. (If you use Fissure once and its successful, all other moves will also be locked.)

     

    Oh and of course, stats of Boss Pokemon will be adjusted with the new mechanics/effects in mind! 

     

    What I've described is pretty much just the tip of the iceberg, though. We have a lot of cool ideas for bosses and we hope to make each one unique in its own way. The best way to describe boss mons is that they're more like a puzzle now instead of a brute force wall of frustration. You'll be able to deal damage and not take as much, but you'll need to know how to maneuver around the active changes happening during the fight. Naturally, if things are out of line, we'll adjust as we go.

     

    Speaking of Entei, though... I can't remember if I mentioned this on Reborn or not, but I am not planning on doing a huge post game like Reborn's. Rejuvenation is already huge, and I just don't have the energy to make a lengthy quest for each and every legend possible. There are just too many, and with Gen 9 on the horizon, there are just going to be MORE and MORE. So here's the deal. 
    I previewed this on Twitter: 

     

    Spoiler

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    FcOi8zLWIAIxJLi?format=png&name=small

    FcOi-CHXkAMrCEn?format=png&name=small

    Notice the Regirock on the overworld.

    That Regirock is catchable. The Entei in the picture is catchable.

     

    Now lemme stop you there. I know what you're gonna say.

    Jan.

    You said legendaries wouldn't be gotten before Post Game. You're right, I did say that. 
    But also I changed my mind. We'll be introducing lower tier legendaries post v13 story (As in, they won't appear to you in game until a certain point after v13.) Some of them will have quests! Some of them won't. Some you'll find just in hidden areas. More info on this one later.

     

    IIIIn other news, @Zumi has been back at it at the music game and created a new track for Team Xen areas! (Primarily their various bases around the region)  Please take a listen!

    Spoiler

     

     

    Additionally, we have a new track from Glitch! This song was actually not requested, but was a gift! And tbh that makes me feel emotional so im sharing it here. No I will not elaborate the title. Just enjoy the tunes~

     

    Spoiler

     

     

    BUUUUUUUUUUUUUUUUUUUUUUUUUT that's not all! I have one more surprise for you! A new Aevian form, and one of my personal favorites from this batch. Please note that this will be the final aevian form we'll be publicly showcasing as we want some of them to be a surprise when you actually play the game. 

     

    Mirror Mirror on the wall, which heart shows the darkest destiny of them all?

    Spoiler

    unknown.png

     

    Look into the mirror and ask for thy fate, lest your regrets build up and it's too late.

     

    That's all for now though! Something new im doing here, but the next post will be on November 9th!
    Yes I'm declaring a post date. I just think this post will be a little special. no it's not the release of v13.5

     

    Have a nice rest of your week :).

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    Idk what Pokémon the new form is supposed to be but it looks sick. Also the Regirock area looks absolutely stunning. Y’all have been hitting it out of the park with area design in v13 and what you’ve shown us from 13.5. Y’all should be proud.

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    Very interested in the new Aevium form, but ill admit im apprehensive about the bosses gaining effects on shield break, especially if theyre random, as that could make or break a run on pure chance, and the more shields it has the more chances itd have to roll an effect that completely screws the player over, but thats just face value hearing about it, I could be completely wrong about it and its a great idea, so looking forward to getting to try them out when the version releases!

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    This update is so good holy crap. I love these small updates and I'm in love with the new music track and the bronzong! And as someone who just finished FE:TH last year, I'm hopeful for the new boss mechanic. Thank you as always Jan and everyone else on the team :)

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    Glad you're keeping boss battles in some fashion, cause they do be sick!

     

    Adding some Legendaries to the mix also gets that power curve going a little steeper, doesn't it? Part of the complaint against "harder battles" was that the power curve would just get absurd the way things were going, so maybe this will help in giving us both insane fights and the means to beat them.

     

    Personally, I don't really care about being able to catch all mons, especially legendaries. Pick whatever selection you think is appropriate, give em to us as just fights or catches, during the main story, side story or postgame - I'm up for anything.

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    You literally can't stop making happy your people, huh?

     

    Regirock is my favourite legendary and one of my luckiest Shiny (40 resets). That area in so incredible. 

    And when I saw Entei, I thought we could battle it...but literally catch it!? WOW.

     

    That's awesome, as the story goes into its climax, it makes so sense to have some great partners. GIMME REGIROCK NOW. 

     

    And...that's Aevium Bronzong!? People should make you all statues. 

    You never cease to amaze, I'm getting hyped!

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    • Veterans
    12 minutes ago, Kyublivion said:

    Very interested in the new Aevium form, but ill admit im apprehensive about the bosses gaining effects on shield break, especially if theyre random, as that could make or break a run on pure chance, and the more shields it has the more chances itd have to roll an effect that completely screws the player over, but thats just face value hearing about it, I could be completely wrong about it and its a great idea, so looking forward to getting to try them out when the version releases!

     

    The effects that occur after a HP bar is depleted are predetermined (uniquely for each fight too!) unless actually specified to be random, so you'll usually have the same thing happen during specific spots in each boss fight!

     

    Usually.

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    Rejuv dev team knocking it out of the park again. The new music absolutely slaps, thank you Zumi and Glitch for continuing to bless us with these fantastic tracks. New aevian form looks awesome, my gut is telling me Bronzong but I might be wrong there, and I can definitely see why it's a favorite of Jan's. I gotta say I'm lloking forward to the new boss fights too, I like the idea of multiple health bars much more that shields, and between that and the effects when a health bar goes down they feel like they're going to be much more intersting to strategize around, and hopefully feel all the more rewarding when we beat them.

    Keep up the great work you guys, and don't forget to take breaks when you need them!

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    YOOOOOOOOOOOOOOOOOOOOOOO

    Bosses being reworked?????? 

    HYPE HYPE HYPE 

    Me when Rejuv Team makes W moves. 

    i really like the new bosses mechanic and look forward to what can be created with em

    Just one question, will bosses still exist for regular trainers like [spoilers]

    Spoiler

    Isha, Clear?

    Omg i love rejuv

     

    new song also gud

     

    that's an aevian bronzong right?

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    ...If i can get a jirachi before elite 8, this is the best Pokemon game, Pls i love him 

     

    (Also, that Entei look terryfing, not as much as Reaper gardevoir, so congrats Jan, you already Nerf the bosses enough)

     

     

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    • Veterans
    3 hours ago, Master4058 said:

    Two questions:

     

    1. Will destiny bond work the same as 1-hit KO moves?

     

    2. Does toxic work or is it still just like being poisoned regularly?

     1) Yes. So does perish body/song and so on.

     

    2) AFAIK it's treated as regular poison?

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    Thanks Jan and the Rejuv team for such amazing updates for the game. The new boss mechanics are incredible and I can't wait to face them. Making the fights more of a puzzle will definitely change how the fights have worked before and could open up to new strategies that were not possible before. Thematically it makes sense that the legendaries and rift pokemon should have the ability to change the state of the battle in such a way. 

     

    Making the lower tier legendaries available post 13 makes sense to me since they would not trivialize fights at that stage of the game. I can definitely understand the decision for a smaller post game and that not every legendary have a quest behind it.

     

    The new songs are great and I look forward to hearing them in V13.5! 

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    15 hours ago, HelpMiiPlease said:

    Idk what Pokémon the new form is supposed to be but it looks sick. Also the Regirock area looks absolutely stunning. Y’all have been hitting it out of the park with area design in v13 and what you’ve shown us from 13.5. Y’all should be proud.

    looks like a brongzong

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    Going off of color scheme, A!Bronzong here's giving off some some serious Darchlight Cave vibes. And if that translates into it being a Dark Type, well... I don't think anyone's gonna be happy with what that mirror's reflecting, that's for sure!

     

    One question I feel I need to ask is if the change to how Shields work will affect the wild pokemon in Route 4's dens as well? A few of them being able to take themselves out on their default Field in the current build isn't the most feel-good situation at the moment, tbh

    Spoiler

    Can't help but wonder if that regirock is the one that was in Aelita or another one altogether. I feel like it's more likely to be the latter, but that first option certainly would be a good sign for everyone's favorite Maiden of Reincarnation!

     

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    "The best way to describe boss mons is that they're more like a puzzle now" I would argue that most pokemon battles are puzzles , especially reborn/rejuvenation with the fields and stuff  but yea current boss fights do feel tedious and hard i wouldve loved to see them just having a team of 6 mons with extra gimmicks or something .I absolutely agree with giving lowend legendaries early on so the post game can be dedicated to the good stuff with quests and all that jazz

     

    Edited by kricher
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    I can smell the giratina boss battle rework since I've heard people actually had a hard time with it but just imagining it gets remade to be just like the battle with Volo makes me genuinely excited!(Highly unlikely but I'll keep my fingers 🤞) Being able to get my hands on any legend is also a plus.

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    I must admit that I love the idea of the new boss battles. I strongly disliked the ones we got in V13 due to the shields blocking a lot of 'support' style plays (leech seed, sand tomb, toxic, PP Stall) and felt that they downgraded some of the original fights (Gardevoir, Dafaux, Hippowdown no longer being the double battles that made them as unique and fun). So I'm thrilled with the new changes since I think they create a great way to allow us to creatively fight bosses while maintaining the difficulty that they're meant to represent. As always, the game looks stunning and is a privilege to play. Take care and thanks for the update :)

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    Break bar effects, hmmm, more like FGO than KH, but sick, love the idea, just be cautious to not die from overwork, we need you alive to finish the game, thanks again for your efforts

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    I don’t know how you guys manage to impress me every time but you’re sure doing a good job at making me excited! Absolutely love everything you guys are doing, and cannot wait to see what else you have in store! Good luck on your work as always and thank you for creating something truly spectacular!

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    I like the idea of low tier legendaries being catchable. Especially if they're like, quest ones too, like the ones we see in the main story minus the Latios and Latias. Serves as a narrative buffer as well since Team Xen is much more deadly then thought of and this base raid that'll be going on in v14 I think it is? The one where its like a 3 parter. So the idea of grabbing some legendaries of your own is great. Plus like they got a few legendaries somewhat as well so it evens things slightly.

     

    That regional form is really pretty thought! Got a feeling it's the bronzor family. Gotta be fancy with em mirrors.

     

    Other than that I wish you and the team well! Good luck, take plenty of breaks if need be, and just overall do well with the game.

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    The new health bars remind me of the Grand Order ones, where you break the first health bar, and they pull out 15 effects to make you regret your decisions. Looking forward to it.

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    It's really nice that you bring back 1 hit ko moves and smart how you handle them but my question is, are the restrictions only for boss-mon or for every fight in the game?

     

    Changing the boss battle to something that is more like a puzzle instead of this impenetrable wall is really great... looking at you Hippowdon.

     

    To focus on the Legendary that are important to the story and to give them story quests etc is in my opinion more important than to give every single Legendary a story. I mean there are 82 legendary including mythicals, so even if you would put them together (like bird trio, dog trio etc) there could still be over 20-30 quests depending on how far you would've wanted to go. So in that regard I think your move is a good one.

     

    Art and music are fire as well so all in all really good changes and updates.

     

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    • Veterans
    20 hours ago, Kuma45 said:

    It's really nice that you bring back 1 hit ko moves and smart how you handle them but my question is, are the restrictions only for boss-mon or for every fight in the game?

     

    Changing the boss battle to something that is more like a puzzle instead of this impenetrable wall is really great... looking at you Hippowdon.

     

    To focus on the Legendary that are important to the story and to give them story quests etc is in my opinion more important than to give every single Legendary a story. I mean there are 82 legendary including mythicals, so even if you would put them together (like bird trio, dog trio etc) there could still be over 20-30 quests depending on how far you would've wanted to go. So in that regard I think your move is a good one.

     

    Art and music are fire as well so all in all really good changes and updates.

     

     

    The OHKO moves are limited to one usage per boss fight, so there's no limit to using them during regular fights. Like I mentioned in a previous comment here as well, OHKO moves also include destiny bond and perish song (and perish body by extension), they'll reduce one hp bar once per battle and afterwards these moves will fail/abilities will no longer trigger for that battle.

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    On 10/13/2022 at 1:37 AM, Zumi said:

     1) Yes. So does perish body/song and so on.

     

    2) AFAIK it's treated as regular poison?

     

    I strongly hope you'll reconsider 2), but I also strongly dislike this style of boss fight in a Pokemon game and admit to being skeptical that it'll be more fun than what was in v12 for those fights.

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    • Veterans
    8 hours ago, DraculOkeanos said:

     

    I strongly hope you'll reconsider 2), but I also strongly dislike this style of boss fight in a Pokemon game and admit to being skeptical that it'll be more fun than what was in v12 for those fights.

     

    Can't please everyone, sorry! We may make some changes depending on how it feels in practice during testing, but there are just going to be some things that some people won't be as happy with while others will be more than pleased. We're doing our best to find a middle ground, but we understand that it's impossible to do something everyone likes. We're trying to head into the direction that we think is best in the long run.

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    The news just keeps getting more exciting. I can't wait to restart Rejuv again when 13.5 comes out. I love sinking hundreds of hours into the game, thank you team for all the hard work ^^.

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  • V14 is still very much in active development! We just can't show anything that's not OOC nonsense from the devs because it's all spoilers. Sorry!

     

    On a more serious note, along with not having as many dev blog posts, the official website will stay down until V14 is released as to not jeopardize the game's development with having too much of an online presence after the turbulence surrounding fan projects lately. We hope you understand our decision for doing so!

     

    Now... Back to the nonsense!

     

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