Jump to content

hack Pokemon Mystery Dungeon - Explorers of Alpha 1.2 (2/22 5:57 PM UTC+1) (Post concerning future updates: 3/4 11:59 AM UTC+1)

Recommended Posts

I've been working on this hack since 7 months, and now it is ready.

I'll showcase here my first PMD Hack: Pokemon Mystery Dungeon: Explorers of Alpha! This hack is named after the Alpha Pokemon Arceus, and you got it: the crux of this hack is the implementation of Arceus in the game. Already present in the game, but sadly unused and lacking both sprites and portraits, I first wanted to add Arceus to the game. But that's not the main goal of this hack.
I've spent a lot of time in my childhood playing Explorers of Sky, grinding mons up to stats cap by hand, figuring out the game mechanics etc... But I felt like the game could be optimized and made harder, with more QoL features and Pokemon reworks like you could see in Drayano hacks.


Before explaining the situation, huge shotouts to Irdkwia, End45 and techticks for their awesome work and for being that knowledgeable. Without them, the project I'm working on for 1.3 wouldn't have made this far!
I'm currently working on adding new moves to the game. Here's the list of moves I considered adding to the game (the ones marked with - are the ones I've added, the ones with DONE are the ones I already added along with compatibility). I also updated some moves to reflect main series changes, and plan on modifying the way some moves work (like Roost, Morning Sun, Flare Blitz, etc...)

List of moves:


Moves I plan to add:

Sludge Wave - DONE
Quiver Dance - DONE
Psystrike - DONE
Flame Charge
Coil - DONE
Low Sweep - DONE
Acid Spray
Clear Smog
Scald - DONE
Shell Smash - DONE
Volt Switch - DONE
Struggle Bug
Bulldoze -
Work Up - DONE
Drill Run - DONE
Dual Chop - DONE
Snarl - DONE
Icicle Crash
Hurricane - DONE
Petal Blizzard
Mystical Fire - DONE
Power-Up Punch
Origin Pulse - DONE
Precipice Blades - DONE
Dragon Ascent - DONE
First Impression
High Horsepower -
Smart Strike
Psychic Fangs
Body Press
Breaking Swipe - DONE
Scale Shot
Flip Turn - DONE
Triple Axel
Dual Wingbeat - DONE
Scorching Sands

Moves I plan to update:
Growth - DONE (+1 Atk/SpAtk and 12.5% HP Heal if Sunny Weather condition, +1 Atk/SpAtk otherwise)
Morning Sun/Moonlight (heals a percentage of HP depending on weather, instead of flat HP recovery depending on weather)
Roost (heals 1/3 HP at the cost of losing Flying-Type designation instead of healing flat 40 HP + losing the designation)
Flare Blitz/Volt Tackle/Double-Edge/Head Smash (33% of inflicted damage recoil instead of 11% user's max HP recoil)
Clamp - DONE (now a multi-hit attack like DoubleSlap)
Tail Glow - DONE (+3 SpAtk instead of +2)

Note that I'm currently working on a project including all Gen V+ moves ASM so the community can work on hacks like a recreation of Super Mystery Dungeon in Explorers of Sky engine (maybe).

Thus no 1.2.1 version will be released, instead there will be a 1.3 with bugfixes, new TMs compatibility, new Exclusive Items, a way to obtain Corrupted Shield, Corrupted Sword, and Harbinger's Robe, new items like HP Max or Atk Max, eventually even more TMs, new NPCs like a Gliscor selling drugs vitamins like HP Max or Atk Max against $99,999...
I plan a lot for 1.3, and I hope you guys will enjoy it! Peace!

1.2 Patch Notes:


- Fixed IQ Group B not having Gap Prober for some reason
- Fixed a crash during Regice, Regirock, Registeel and Regigigas boss fights, as well as fixed Regigigas Chamber scripts sometimes throwing once again Team Charm's script even before a rematch
- Fixed legendary recruitment rate, especially for randomizer's sake
- Fixed Shiny legendary recruitment rate so you have theoretically 1% chance to recruit a shiny legendary at level 100
- Fixed Purple Kecleon recruitment rate
- Fixed Lapras cutscene graphical bug during scenario
- Fixed Destiny Tower unlock script
- Fixed Worldcore fixed rooms
- Fully fixed mission generation for World Abyss and Mt. Avalanche
- Enhanced some bosses movesets
- Enhanced some starter and niche pokemon movesets
- Player is now forced to use main leader and partner during post-game scenario dungeons
- Nerfed Agility, Tailwind, Rock Polish and Dragon Dance, now having way less PPs than before
- Nerfed Legendaries, no longer being an easy pick for Level reset dungeons, especially Zero Isle South
- Vanish Seed is now banned from Boss Fights, mainly because of being an unfair mechanic to use for boss fights
- Added a permanent shop accessible from Porygon2 at Spacial Rift Entrance, Hidden Land Entrance, and Shaymin Village
- Added new TMs, along with their compatibility
- Added a shiny system for gender-exclusive pokemon
- Growlithe and Magikarp evolution line, Glalie, Huntail are now male-only
- Ponyta and Feebas evolution line, Gardevoir, Gorebyss are now female-only
- Added Warp Seed to the list of farmable items in Beach Cave
- Revamped the UI
- Completely reworked Special Episodes 4 and 5, as well as some scenario cutscenes
- Exp. Share from Gates of Infinity is now in the game (credits go to Irdkwia)
- Complete Team Control patch is now in the game (credits go to Cipnit)
- Spawn rate has been changed from 6 to 5
- Text Speed is 4 times faster, in-dungeon camera transitions are now 3 times faster
- Allies can now step and activate unrevealed traps
- Fixed a couple of text strings
- Burn damage now occur every 10 turns
- All speed relative effects (both raises and drops) linger earlier
- Hotfix: fixed Dusk Forest Porygon2 sometimes crashing the game in Special Episode 5
- Hotflix: fixed Shaymin Village Porygon2 Shop

1.1 Patch Notes:


- Fixed post-Darkrai's script unlocking dungeons the wrong way
- Fixed Training Grounds and Worldcore being closed because of the way this script is built
- Edited Tower of Demise last floors (small fix, not a big issue)
- Fixed Arceus quest not setting some dungeons as OPEN_AND_REQUEST: Arceus quest can now be fullfilled!
- Gem Items are banned during story missions. If you try to bring them in dungeon anyway, they'll be removed from your inventory
- Fixed Mission Ranking: every dungeon including new ones now have the correct mission ranking, mission reward, and all this stuff. Also includes mission unlock fixes. (huge thanks to Irdkwia)
- You can no longer recruit Heatran and Phione before unlocking Marine Resort
Because of this fix, here are the main fixes that come to play:
- Mewtwo, Jirachi, and Suicune Challenge Letter behave the way I intended
- Mission Board unlocks and Spinda Juice Bar should unlock dungeons when I want them to be unlocked

1.0.1 and 1.0.2 Patch Notes:


- Fixed the bag shrinking after scenario events. As a result, new rewards were added during these events (mostly money).
- Fixed some dungeon issues: Dungeons supposed to be available later in the game are now prevented to be entered before it's intended. It's fixed in a way, but because of mission generation not being changed, a message mail will pop in case you're supposed to unlock the dungeon introducing about the issue
- Prevented Spinda Juice Bar from unlocking some dungeons before it's intended by me. A mail will tell you when you were supposed to unlock a dungeon
- Fixed Spinda Juice Bar softlocking the game in some circumstances
- Added a daily limit for Mazes before you beat Dialga, a daily limit for Final Maze before you beat Darkrai
- Fixed Ice/Ground Maze only having money on ground
- Mazes offer more gummies as you go deep in it. As a result, Mazes are made way harder, but offer more exp too
- Reworked Oran Forest (now named Nectar Forest): you can farm IQ in this dungeon daily, along with Dojo IQ farm
- Added a check so you can't cheat in order to unlock Destiny Tower early
- Fixed Spawn Rate being set to 3 instead of 6
- Changed Beach Cave so you can farm useful stuff in it easier
- Reworked Mt. Bristle layouts
- Fixed Chatot text strings in Foggy Forest Base Camp telling you about Kangaskhan Rock instead of Porygon 2
- Rebalanced Brine Cave Pit boss fight
- Fixed a bug where you can recruit in Hidden Land dungeons before post-Dialga
- Revamped Zapdos postgame fight
- Reworked Crevice Cave Statue now having options it's intended to have
- Nerfed Boss Recruits levels
- Intimidator IQ Skill is now 24% proc instead of 32%
- Fixed Future Sight and Doom Desire move descriptions being swapped, as well as Air Slash not being referenced as a Line of Sight move
- Fixed post-Dialga cutscene looping indefinitely
- Fixed starter movesets now being more diverse, and some starter bugs such as Shinx having Quick Attack twice
- Fixed Zero Isle North still having Key Rooms for Silk
- Nerfed Manaphy (now having Rain Dish instead of Swift Swim), and Support (no longer benefits from constant double speed Status)
- Changed titlescreen music
- Fixed Shadow Punch having incorrect Base Power and Thunder having a different reach than expected
- Reworked a couple of moves so they work as intended
- Reworked endgame dungeons
- Added a countermeasure to infinite Dojo farming when you have a story mission going on
- Fixed an issue where Aegis Cave loops indefinitely when the dungeon mode is not OPEN_AND_REQUEST

Here are the features this game has so far

Global dungeon related features:

- you can now change leader after graduation in a large majority of dungeons
- an increased spawn rate: in base games, an enemy spawns every 36 turns and a Kecleon spawns every 3 turns. Now an enemy spawns every 5 turns and a Kecleon spawns every turn.
- as a result you will have to face more enemies and use more moves: moves PP and move Accuracy have been increased for a large majority of them, some other deserved nerfs like Imprison or Teleport being great all around moves.
- along with Accuracy and PP fixes come what I'd call "AI Fixes" of Blizzard, Powder Snow and Ice Shard, not being handled correctly by the AI
- moves are updated so they behave like in Rescue Team DX or Super Mystery Dungeon in terms of range (Light Screen benefits to the whole team, Air Slash is a line of sight move)
- Gen 6+ Steel-Type
- recruitment rate is higher in dungeons
- post-credits Kecleon shops now feature all evolutionary items, including Sun Ribbon and Sun Stone
- Shiny System: now some gender-exclusive pokemon have a shiny form, working in a similar way as Strong Foes in RTDX during early main dungeons. Way stronger than normal, they have a low spawn rate and a very low recruitment rate, which as a result gives you 1/4000 chance to recruit a shiny without any recruitment boost applied

Pokemon related features:
- Pokemon having an hidden ability already present in Gen 4 now have this ability in some way. This include Drought Ninetales for instance, but doesn't include Unburden Sceptile for Balancing reasons
- gender dependant abilities
- Pokemon having a mega now have their mega typing (Normal/Fighting Lopunny or Grass/Dragon Sceptile). Other pokemons deserving a better typing are changed aswell, following some of Drayano hacks changes (Electric/Dark Luxray for instance)
- a large majority of Pokemons now have a moveset according to their Gen 8 movesets. It includes (but isn't limited to) Close Combat Lopunny, Brave Bird Ho-oh or Earth Power Venusaur. Other Pokemon having their types changed now learn stab moves more frequently (like Dragon Pulse Charizard as Level-up) or even learn new moves (like Bug Buzz Flygon)
- new TMs: Icy Wind, Fire Punch, ThunderPunch, Ice Punch, AncientPower, Aqua Tail, Earth Power, Gunk Shot, Heat Wave, Iron Head (1.2.1), Outrage, Seed Bomb (1.2.1), Signal Beam (1.2.1), Superpower (1.2.1), Zen Headbutt (1.2.1), Super Fang, Helping Hand, Hyper Voice, Low Kick, Megahorn, Close Combat, Aura Sphere, and Power Whip. Note that only a few are available in 1.2.0, but all will be available in 1.2.1 with a new NPC
- egg moves are now part of level up moves
- pokemon have a better stats curve/better base stats, so they are easier to grind for endgame dungeons (still need to implement stats curve for a large majority of final evolutions tho). That means as the game goes, pokemon are better all-around.
- experience buffs to some final evolved mons, to stick with the global level curve of the hack
- legendary Pokemon now have a shiny form with other abilities and better stats

QoL features:
- you start the game with a 48-Sized bag and 1000 slots in Storage
- your starting bag has a plethora of useful items
- GtI experience share, giving Standby Pokemon 50% the exp gain you get in dungeon (credits go to Irdkwia)
- Move Shortcuts, Disable Tips and Same Type Partner patches are included in this hack
- Beach Cave now allows the player to farm useful supplies quickly and easily, in order to prepare yourself for Scenario dungeons
- IQ gains are increased: Wonder Gummi gives +50 IQ, same type Gummies give +25, favored type Gummies give +16, neutral type Gummies give +9, unfavored type gummies give +4, Nectar gives +25
- Dojo Dungeons have a high replay ability, permiting an easier gummi farm for Type-Exclusive Mazes, and an easier vitamins farm for Final Maze
- though Mazes are restricted to one visit per day before you beat the game. The purpose of this change is mainly because of Gummies being present in here, virtually allowing a quick and infinite Stat boosts farm
- Juice Bar animation has been cut
- an Experience farming dungeon is unlocked after beating the full game (not Dialga mind you). You can grind your team here, as well as farming gummies and Reviver Seeds in the second floor
- you have an higher chance to have a Big Win in Spinda Café
- Sentry Duty rewards are more generous
- Kangaskhan Rocks are replaced by Porygon2 in dungeons, having more options for the player
- IQ Groups have been reworked: Lava Evader and Course Checker are replaced by Multitalent and Gap Prober for every IQ group. IQ Groups already having these skills now have other skills, PP Saver or Erratic Player for example
- a new IQ Group: Group S. This group has an unique combination of IQ Skills and is exclusive to shiny legendaries and some other specific species
- Mission ranking now follows the real difficulty of the game. Mission rewards are now more relevant for harder missions.
- Kecleon Supply shop now offers better items at the end of the game
- Surrounded Sea have 2 Blue Gummies in first visit (yes, it's a QoL feature lol)
- you can now recruit Shiny Celebi and Purple Kecleon

Gameplay related features:
In order to offer a better experience to the player, this game proposes hard-but-fair challenges:
- Complete Team Control Patch from Cipnit, you can now control the whole team, permiting new strategies and combinations. You can toggle on and off full team control by pressing Start at the beginning of a turn
- allies can now trigger traps
- dungeon have new gimmicks (weather oriented dungeons, debuffing enemies, PP consuming dungeons, etc...)
- in these dungeons, some floors have Reviver Seeds guaranteed to spawn (Quicksand Pit B10F for instance)
- dungeon partners are more reliable (Cresselia is no longer a burden lol)
- some dungeons now have a completely revamped spawn table according to a specific "property" of the species in it (typing, IQ Group, abilities, starter exclusive dungeon, sudo exclusive dungeon, etc...)
- dungeons now have increased IQ enemies (expect 330 IQ enemies after Chasm Cave)
- Burn damage now occurs every 10 turns
- Intimidator IQ Skill now activates 24% of the time instead of 32% of the time
- you can no longer stall bosses: you have a low number of turns required to beat a boss (50 Turns for Spiritomb, 30 for Dialga)
- bosses are made harder and also have new gimmicks
- Aegis Cave puzzle has been removed
- new quests and endgame challenges
- speed related effects last earlier, it does include Slow Start
- level curve adapted to the fact you gain more exp. Expect yourself to be level 100 by the end of the story!
- an anti-cheat was added: you can no longer use Type-Exclusive gems in story dungeons. If you try to bring them to a dungeon, they'll be removed from your inventory before post-Dialga, and removed from your bag during story missions
- along with that, you can no longer enter Wonder Mail S from the main menu. If you try to generate basic missions for first floors in order to have free Exploration Points, it'll not work anymore. You can't generate missions targeting the first floor of a dungeon too.
- some dungeons have more floors, it includes Seven Treasures dungeons, Surrounded/Miracle Sea, and Spacial Rift Depths
- Zero Isle has been made harder (North doesn't allow rescues and items when entering it, South scales up to level 45, Center expects you to beat it in one blow with IQ Skills disabled)
- Destiny Tower is now SPMD one, allows recruiting and has unique species in it


Title screens were changed so they use HGSS' Mystri Stage cutscene images



UI has been revamped: it's now constant dark mode



This hack features Item Icons like in SPMD (patch made by me)



Here's a screen showing other QoL features



More diverse recruitment tables, along with recruitment enabled in a large majority of dungeons, and even new species recruitable!



New dungeons, and even more boss battles/gimmicks



Speaking of bosses, here are screenshots of harder boss fights



In order to make the game harder, some bosses were changed



New events showcase, including new boss fights



Bosses are now indefinitely repeatable, and now give better rewards



New exclusive items for new Pokemon, along with Arceus exclusive items



New TMs, with flavor text. Here are 4 examples



Shiny System and more!



As of 1.2.0, here are the main "issues" you can expect:
- Arceus still has the dummy sprite
- Rotom-Forms have Rotom sprite, though portraits, stats, movesets and typings are implemented
- You can't enter Spacial Rift from Crossroads with more than 24 items
- Some TMs may have incorrect compatibilities/some compatibilities missing, don't hesitate to DM me on Discord so I can correct these moveset errors on further releases
- 1.0 and 1.1 Saves may have some pokemon reverted to Shiny in 1.2
- I haven't uploaded any documentation yet

Here's the to do list:
- adding Arceus and Rotom forms sprites (since I'm not a spriter, it doesn't depend of me)
- for 1.3: finish new TMs compatibility, add the reward intended for Special Episode 5 completion, improve the Dojo anti-abuse check, custom move effects, custom moves such as Shell Smash, and move fixes like Gen 5+ Tail Glow
- documentation

Special thanks:
The most important part of this post for me! Because this project wouldn't have made this far without them!
- Parakoopa: he's SkyTemple developer and always here to help when it's necessary for me. The community around SkyTemple is so kind and so cheerful that I couldn't thank him enough for that. Here's the link of SkyTemple Discord.
- PsyCommando: one of the very first to research and investigate PMD Sky in this post. His tool gfxcrunch helped me with sprite editing in the early days.
- UsernameFodder: the author of this Google Doc where you can find a useful list of IDs by index for quite everything, from Item IDs to Dungeon IDs. A great help when scripting!
- Audino: he programmed SpriteBot featuring a more than never easy way to import sprites in a PMD Sky Rom
- gromcrunch for Tilesets

- Fable_Amare for Arceus portrait and Rotom Forms portrait. Make sure to check their work!
- Lumi for Grovyle's asset

Lasts but no least:
- Cipnit/Jirt: The one who made this Complete Team Control Hack
- techticks: worked on an ASM Editor which works similar to softs like algobox. It still lacks a lot of structures, but for now the UI itself is huge to build at least 80% of Gen V+ move effects along with eos-move-effects project examples
- Irdkwia: he helped the community a real lot recently with his research. Fixed Room, Mission Ranking, Treasure Town Shops and a plethora of sprite assets are editable thanks to him. GtI experience system and future custom move effects ASM hack are by him.
- End45: this man is cracked. Without him, half of this hack features wouldn't be possible. I'll list all the help he provided to me: IQ Gain table editing, Type Table editing, IQ Groups editing, Doom Desire move effect, exclusive items editing, control patches, and even more! Always knowledgeable, and always reseaching a ton of stuff, helping others to succeed in their own research, I think we can't thank him enough for all the stuff he's doing for the community

The xdelta patch is found here: PMD Explorers of Alpha 12.xdelta. You need to patch an US Explorers of Sky Rom in order to make it work.
This hack is expected to be played on an emulator so I'm clueless about playing it on real hardware (it seems to work on real hardware from what I've heard).
Don't hesitate to join SkyTemple Discord if you want to ask me for help or report any bug (Discord Tag: Solace?#7229)

Edited by Alphadaemon
  • Like 1
  • Thanks 1
Link to post
Share on other sites
  • Alphadaemon changed the title to Pokemon Mystery Dungeon - Explorers of Alpha (Important fix: 2/2 10:55 PM, UTC+1)
  • Alphadaemon changed the title to Pokemon Mystery Dungeon - Explorers of Alpha 1.0.2 (2/5 7:40 PM UTC+1)
  • Alphadaemon changed the title to Pokemon Mystery Dungeon - Explorers of Alpha 1.1 (2/8 3:26 PM UTC+1)
  • Alphadaemon changed the title to Pokemon Mystery Dungeon - Explorers of Alpha 1.2 (2/22 5:57 PM UTC+1)

Hi! :)

If I can make a little criticism, i think that the increased spawnrate is a little bit frustrating, it dramatically slows down the gameplay and makes the experience less enjoyable.

It is really a shame considering the amount of amazing stuff you added to the game! 

Anyway, i also wanted to ask if there's actually the possibility to obtain a shiny starter and/or partner. Thx in advance!

  • Ditto 1
Link to post
Share on other sites
6 hours ago, Wark said:

Hi! :)

If I can make a little criticism, i think that the increased spawnrate is a little bit frustrating, it dramatically slows down the gameplay and makes the experience less enjoyable.

It is really a shame considering the amount of amazing stuff you added to the game! 

Anyway, i also wanted to ask if there's actually the possibility to obtain a shiny starter and/or partner. Thx in advance!

I've been told about spawnrate being frustrating in the second and third dungeon, at the start of the game, haven't heard anyone complaining about spawnrate being an issue afterwards (maybe in Mt. Horn it's an issue but I've heard no complain about Mt. Horn so...). That's one of the main goals of the hack and you have to get used to it. Other "hardmodes" still spawn a pokemon each 36 steps which makes the hack ridiculously easy.
I wanted this hack to be a real hardmode and chose the difficulty over the potential "slow gameplay" you're mentioning.
Gameplay isn't "slow" as you're stating here later in the game so I assume you've just started playing, but I admit it's slower and sometimes frustrating early in the game because of layouts being basic and restricted in their generation
As I stated in the post, Shiny are only for Gender Exclusive pokemon like Gallade or Vespiquen and a few exceptions, and I don't think you will ever get a shiny of your starter in Explorers of Alpha...

On 2/11/2021 at 1:54 PM, shrimpy said:

is it possible to make pokemon evolve like in the regular games? always found it odd how a shinx can beat dialga or whatever.

Sadly not yet, maybe one day we'll have a way to evolve pokemon during the scenario (after Luminous Spring revives for instance), but for now it's not possible

On 2/2/2021 at 4:30 PM, Ryoung42 said:

Hey I Can Help You With The Sprites And The Portraits Since Im A Spriter

If you want to help, you should join SkyTemple Discord and submit the sprite you made under spritebot section here. That's the best way you could help me here

Link to post
Share on other sites

Hello! I have ran into an issue while playing through this hack. The hack is wonderful, and I really do enjoy playing through it. When I beat Dialga, I ran into an infinite loop with the cutscene after you beat him. There is no way for me to get around it. It really is a shame, as it took me so long to reach him. Has the issue already been fixed?


Link to post
Share on other sites
7 hours ago, 20alever said:

Hello! I have ran into an issue while playing through this hack. The hack is wonderful, and I really do enjoy playing through it. When I beat Dialga, I ran into an infinite loop with the cutscene after you beat him. There is no way for me to get around it. It really is a shame, as it took me so long to reach him. Has the issue already been fixed?

Issue already fixed since 1.0.1. It's written in changelogs above. Friendly reminder for future posts:

- updating your game will solve your issue 99% of the time since I fixed a ton of bugs between versions, and I'll fix a ton of bugs again if needed

- look for bug fixes to see if your issue is referenced in

- some bugs occur when you downgrade your game and port a save from current version to previous ones. Check if these bugs are present in the last version of the game before reporting it


That being said, I'm happy to tell you you can beat Dialga once again in an updated version and resume your journey !

  • Relieved 1
Link to post
Share on other sites
  • Alphadaemon changed the title to Pokemon Mystery Dungeon - Explorers of Alpha 1.2 (2/22 5:57 PM UTC+1) (Post concerning future updates: 3/4 11:59 AM UTC+1)
On 3/1/2021 at 2:45 AM, Corvo said:

Where is the latest version so that I can patch it.
Sorry still kind of new to all of this


At the very end of the post, there's a xdelta. It's the patch you need, and you need to apply it on a NDS Explorers of Sky Rom

Link to post
Share on other sites
  • 1 month later...
On 2/24/2021 at 8:51 AM, Wark said:

Hi! :)

If I can make a little criticism, i think that the increased spawnrate is a little bit frustrating, it dramatically slows down the gameplay and makes the experience less enjoyable.

It is really a shame considering the amount of amazing stuff you added to the game! 

Anyway, i also wanted to ask if there's actually the possibility to obtain a shiny starter and/or partner. Thx in advance!

This is my same complaint. I really want to play the game out, but I'm at waterfall cave and if I go the wrong way, I end up stuck in a mob of pokemon. Its not hard, its boring. It took me 10 minutes with the game on 1.5x just to get to level 5. I really think the spawnrate needs to be 75% or 50% of what it is now.


Other than that, this looks and plays really well. I can't wait to see the end game

Link to post
Share on other sites
  • 2 weeks later...

Loving the hack so far. Just a quick note, I think I may have found a bug involving moves like flamethrower and sludge bomb that fire in a line. Whenever my partner sees an enemy in front, he'll use it, even if I'm between him and the enemy so I get blasted. Just wondering if you know about it.

Edited by AtlasCrushed
Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Create New...