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Posted
12 hours ago, MidnightMirage said:

Why are the post game dungeons such as Blizzard Range, Surrounded Sea, Miracle Sea, Aegis Cave etc starters only, when they weren't in Sky? For a great hack full of quality of life, this is a strange anti quality of life aspect. Is my game broken or did you intend for these dungeons to be more difficult via restricting party size? What makes it weirder is that Sky Peak lets you bring a party member alongside starters and Shaymin. I think this hack is great. Just asking/giving honest criticism. Playing on Difficult on Desmume, starters set to Zoura-H and Zoura-U. Scaling off. Putting those there in case one of those is making this happen.

The opposite question would have been "why are base game dungeons leader and partner only?"

Sky Peak is a case where I cannot restrict party size so I let this be. Otherwise why is it "hero and partner journey but you graduated and now they act like it's their journey but in reality they were benched forever"?

In reality base game did things wrong by allowing little Timmy to bench starters forever and then wake up call you are forced with them again for some reason. This is a matter of ingame consistency and considering the options available to all starters it isn't anti quality of life by any means. It also involves you and your partner more into the story, especially considering the early evolution mechanic. This is YOUR journey after all, not "Zapdos' journey to cure Manaphy's illness or unchart Aegis Cave secrets"

Posted
12 hours ago, Alphadaemon said:

The opposite question would have been "why are base game dungeons leader and partner only?"

Sky Peak is a case where I cannot restrict party size so I let this be. Otherwise why is it "hero and partner journey but you graduated and now they act like it's their journey but in reality they were benched forever"?

In reality base game did things wrong by allowing little Timmy to bench starters forever and then wake up call you are forced with them again for some reason. This is a matter of ingame consistency and considering the options available to all starters it isn't anti quality of life by any means. It also involves you and your partner more into the story, especially considering the early evolution mechanic. This is YOUR journey after all, not "Zapdos' journey to cure Manaphy's illness or unchart Aegis Cave secrets"

I don't have an issue with the starters being forced in these dungeons. I have an issue with an extra member or two not being allowed. Plus, little Timmy would bring his starters to everything, because little TImmy's starters would be stronger than anything else they have, due to gummis and statboosters likely being allocated to his starters, as well as exp being maximized to said starters. The only people ditching their starters after graduation are playing the game in a hyper specific/weird way, which is in a lot of ways counter intuitive to the eventual endgame story dungeons being decent spikes even in vanilla. "Benced" also implies that you're never using your starters forever. Maybe a player will still bring them along but not as leader? Options options.

Another issue comes into play with the story around the dungeons that are suddenly restrictive. These dungeons are softer on story. They aren't Hidden Land or Dark Crater by ANY stretch in terms of story involvement. They are in between quests that have dialogue from other characters. The dungeons with direct story involvement from the starters perfectly fit into the starters only mold. However, everything in between Mystifying Forest and the Darkrai/Cresselia arc offered minimal dialogue from your starters. The Manaphy dialogue is clearly "let's go to Miracle Sea" and not "just you and me go to Miracle Sea". It can be immersion breaking from another viewpoint, as an exploration into unexplored areas wouldn't just be a duo exploration.

I think that preventing players from using other team members that they potentially invested into is something that really neuters the fun of the in between post game dungeons. An argument can be made about game balance, however other party members will just be complete liabilities unless they have been invested into. It's better here than in the vanilla game, but they're still weaker than your starters objectively, due to exp and gummi acquisition. This is especially the case if you were to add party members later on in your journey, as they'll get less gummis especially if you're avoiding grinding missions. Less gummis will also mean them getting exp elite later, if available as a skill.

Should've been a toggle instead of a forced mechanic. Or better yet...let players decide. If a player doesn't give a crap about a third or fourth member...then they play that way. If a player wants a full stack for dungeons that aren't super plot focused, then let them. Forget "considering the options available to all starters". How about "considering the optional available to all Pokemon you've recruited"? Railroading players after giving them newfound quality of life and freedom = bad.

Posted
56 minutes ago, MidnightMirage said:

I don't have an issue with the starters being forced in these dungeons. I have an issue with an extra member or two not being allowed. Plus, little Timmy would bring his starters to everything, because little TImmy's starters would be stronger than anything else they have, due to gummis and statboosters likely being allocated to his starters, as well as exp being maximized to said starters. The only people ditching their starters after graduation are playing the game in a hyper specific/weird way, which is in a lot of ways counter intuitive to the eventual endgame story dungeons being decent spikes even in vanilla. "Benced" also implies that you're never using your starters forever. Maybe a player will still bring them along but not as leader? Options options.

Another issue comes into play with the story around the dungeons that are suddenly restrictive. These dungeons are softer on story. They aren't Hidden Land or Dark Crater by ANY stretch in terms of story involvement. They are in between quests that have dialogue from other characters. The dungeons with direct story involvement from the starters perfectly fit into the starters only mold. However, everything in between Mystifying Forest and the Darkrai/Cresselia arc offered minimal dialogue from your starters. The Manaphy dialogue is clearly "let's go to Miracle Sea" and not "just you and me go to Miracle Sea". It can be immersion breaking from another viewpoint, as an exploration into unexplored areas wouldn't just be a duo exploration.

I think that preventing players from using other team members that they potentially invested into is something that really neuters the fun of the in between post game dungeons. An argument can be made about game balance, however other party members will just be complete liabilities unless they have been invested into. It's better here than in the vanilla game, but they're still weaker than your starters objectively, due to exp and gummi acquisition. This is especially the case if you were to add party members later on in your journey, as they'll get less gummis especially if you're avoiding grinding missions. Less gummis will also mean them getting exp elite later, if available as a skill.

Should've been a toggle instead of a forced mechanic. Or better yet...let players decide. If a player doesn't give a crap about a third or fourth member...then they play that way. If a player wants a full stack for dungeons that aren't super plot focused, then let them. Forget "considering the options available to all starters". How about "considering the optional available to all Pokemon you've recruited"? Railroading players after giving them newfound quality of life and freedom = bad.

Extra member: so you are looking to have a teammate do the journey for you. This is your teammate's journey to save the world? No it's yours.

Starter always being stronger: you can grind a mon in 10 minutes after Graduation, you can make anything stronger than your starting duo. You have a lot of options for everything that's optional already, don't make it sound like the game is always restrictive, ESPECIALLY in story. Apple Woods is softer on story, Waterfall Cave is softer on story, Amp Plains is softer on story... there are several examples and you are not telling about those. Again, base Sky did things wrong and this fixes everything it did wrong related to story, it's from "ah I cleared lol" to "my team cleared", which is significantly better in terms of involvement.

Now about the little misconception you have because you speak from a base Sky setting: you are in base game until Darkrai. Adding party members that can be made objectively stronger skews the entire game towards baby sitting mode, choosing to ignore what you call grinding dungeons is a choice, but you also have to care about what people have before making a choice... and no, I won't let you use Rayquaza to clear all story dungeons instead of your duo.

Finally, forget "considering the optional available to all Pokemon you've recruited during story". How about "considering the optional available to all Pokemon you've recruited when it matters (actual postgame)"? You should play the game after Darkrai to understand this isn't base Sky and teambuilding is promoted when it matters (actual postgame). I don't restrict your freedom nor do I sabotage quality of life for having you play with the team you choose lmao, you should play a bit further into the game to understand that

Posted

Hi im in postgame and have a few questions/criticisms (constructives). 

I dont know why but lots of WT dungeons now only have 30 floors instead of 60, im playing in Hardcore, i just changed the diificulty back while playing Grovyle Special Episode but then turned it up again even before of finishing the episodes, i dont know if its a bug or what.

Why is Shiny Regieleki so unbelievable broken? There isn't like anything that come close to it not even Arceus, having base x2 Speed is something not even shaymin or deoxys have. (one needs an item so it cant go itemless dungeon like Destiny Tower the other has only a CHANCE of x2 speed) And not only that but it gets time tripper. I think Regieleki quirk would be more balanced if it were double attack speed instead of full double speed but just my take.

I LOVE the concept of ginseng grinding as an Late-Postgame progression system BUT: since its tied with money and starglow cavern is the only real way to make money it simplify the grind to repeat wish cave over and over. It would be nice to have another way of getting ginsengs or another way of making money which encourage going other dungeons (especially hard ones like Zero islands). Also even more progression systems and even more hard postgame dungeons would be nice for next updates, just an insight, i think difficulty in this game feel nicer when is related to team composition restrictions more than enemy per floor number (forcing you to use plusle for example feels better than going shiny regieleki vs crowded floors). I don't know if something like that is doable (Since there are quest that force you maybe you can go that route?) but it would be amazing specially if tied to another form of progression.

Speaking of which i miss more endgame dungeons that lets you bring items, Origin palkia and Dialga are so cool but its a shame you barely can use them in hard dungeons. A few iterations of dungeon with the restriction of just one object would be really nice.

Finally last question Ive already beaten destiny tower and recruiting arceus is there more edgame content i should know about? I only have 2 of the 8 definitive items but I have no idea what goal should i be pushing now.

Amazing game btw easily one of the best if not the best romhack i ever played, not PMMD romhack, romhack in general.

PS: I dont't know if its going to be more pokemon addition before you add everyone from the 9 gens but if u get me Ultrabeast and Paradox with Poipole as a starter i would actually scream of joy

Posted
5 hours ago, yggdrrasil said:

Hi im in postgame and have a few questions/criticisms (constructives). 

I dont know why but lots of WT dungeons now only have 30 floors instead of 60, im playing in Hardcore, i just changed the diificulty back while playing Grovyle Special Episode but then turned it up again even before of finishing the episodes, i dont know if its a bug or what.

Why is Shiny Regieleki so unbelievable broken? There isn't like anything that come close to it not even Arceus, having base x2 Speed is something not even shaymin or deoxys have. (one needs an item so it cant go itemless dungeon like Destiny Tower the other has only a CHANCE of x2 speed) And not only that but it gets time tripper. I think Regieleki quirk would be more balanced if it were double attack speed instead of full double speed but just my take.

I LOVE the concept of ginseng grinding as an Late-Postgame progression system BUT: since its tied with money and starglow cavern is the only real way to make money it simplify the grind to repeat wish cave over and over. It would be nice to have another way of getting ginsengs or another way of making money which encourage going other dungeons (especially hard ones like Zero islands). Also even more progression systems and even more hard postgame dungeons would be nice for next updates, just an insight, i think difficulty in this game feel nicer when is related to team composition restrictions more than enemy per floor number (forcing you to use plusle for example feels better than going shiny regieleki vs crowded floors). I don't know if something like that is doable (Since there are quest that force you maybe you can go that route?) but it would be amazing specially if tied to another form of progression.

Speaking of which i miss more endgame dungeons that lets you bring items, Origin palkia and Dialga are so cool but its a shame you barely can use them in hard dungeons. A few iterations of dungeon with the restriction of just one object would be really nice.

Finally last question Ive already beaten destiny tower and recruiting arceus is there more edgame content i should know about? I only have 2 of the 8 definitive items but I have no idea what goal should i be pushing now.

Amazing game btw easily one of the best if not the best romhack i ever played, not PMMD romhack, romhack in general.

PS: I dont't know if its going to be more pokemon addition before you add everyone from the 9 gens but if u get me Ultrabeast and Paradox with Poipole as a starter i would actually scream of joy

30 instead of 60 is because of Mechanical Array

Shiny Regieleki is endgame so it has the right to be broken. Speed stat however isn't functional the way I wanted as speed should only grant you one attack per turn in Alpha but rn it doesn't

Endgame content: go Beach Path for a surprise. In 4.0 I plan to add 4 more endgame dungeons. I don't have enough different mechanics to make them interesting rn but that's something that will be much simpler to work with in 4.0

Grinding money isn't really optimal with Wishes, you missed Kecleon thievery grinding with Lost Loots. Most of money grinding is used for Porygon2 upgrades as Ginseng become free after a certain point. In 4.0, a quest involving Chatot will be completed and lift fully the mission tax thingy from the guild meaning you will get a much larger portion of mission money

Ultimate Items will be added throughout patches, the third one will definitely be working in 3.1, the rest will be part of 4.0 content with Gen V+ dex, moves and abilities

Posted (edited)

Ascend Stone mechanic is garbo as well. Went to the beach early a lot out of habit for checking bottles, and noticed the Marowak. Went into the dungeon early and figured I was underleveled for it and then thought "he'll be there later". Then I get a treasure quest at the beach, and figured that would get me an Ascend Stone, but I didn't get anything other than 60 team points. Unless the Scizor quest triggered because I did the treasure bottle quest, and doing all that gets me an Ascend Stone Mark 1 (didn't find a conclusive answer to this in other posts/replies), this is garbo.

Edited by MidnightMirage
lol
Posted
33 minutes ago, MidnightMirage said:

Ascend Stone mechanic is garbo as well. Went to the beach early a lot out of habit for checking bottles, and noticed the Marowak. Went into the dungeon early and figured I was underleveled for it and then thought "he'll be there later". Then I get a treasure quest at the beach, and figured that would get me an Ascend Stone, but I didn't get anything other than 60 team points. Unless the Scizor quest triggered because I did the treasure bottle quest, and doing all that gets me an Ascend Stone Mark 1 (didn't find a conclusive answer to this in other posts/replies), this is garbo.

Fixed in the next version already.
Also for future posts, please keep in mind that you can provide constructive feedback and not just say "it's garbage" everywhere. While being straight up disrespectful, it's also genuinely annoying and unhelpful

Posted

Uhm... I hate to be that guy, but i tried looking for some passwords for this game and couldn't find any online. Are they available to discover while playing or am i looking in the wrong places?

Posted

Hi, great hack, having a lot of fun playing it !

Just two remarks while I play through the game:

I bought the whole exp share improves at porygon2, but the partners that stay at chimeco doesn't seem to gain any xp at all when they're not runing the dungeons with me. How is that working usually ? In another ROMhack, the pokemon would just gain lvls at the beginning of the dungeon but that is not the case here.

I have two 1* objects that I should normally be able to exchange to one 2* object at the croagunk shop, but the option does not appears in the shop. Is that a known issue ? 

Posted
1 hour ago, Lordpecor said:

Hi, great hack, having a lot of fun playing it !

Just two remarks while I play through the game:

I bought the whole exp share improves at porygon2, but the partners that stay at chimeco doesn't seem to gain any xp at all when they're not runing the dungeons with me. How is that working usually ? In another ROMhack, the pokemon would just gain lvls at the beginning of the dungeon but that is not the case here.

I have two 1* objects that I should normally be able to exchange to one 2* object at the croagunk shop, but the option does not appears in the shop. Is that a known issue ? 

Did you enable Exp Share through the options menu? Are your swap items in storage? (Base game behavior)

 

On 6/7/2025 at 10:05 AM, Icicle220 said:

Uhm... I hate to be that guy, but i tried looking for some passwords for this game and couldn't find any online. Are they available to discover while playing or am i looking in the wrong places?

Passwords aren't game changer so there's no need to enter anything to experience new content yet. Emphasis on the "yet". In the future password unlocking quests or content will be shared. When 3.1 comes out, I will share a few passwords anyway.

  • V-Wheeeeeel!!! 1
Posted

Hi there! I’m here to report what seems to be a bug, and I’ve attached a video for reference.

To explain the situation: my partner Zoroark isn’t using any moves during Monster Houses. I specifically set it to use only the wide-area move “Uproar,” but it just stands there getting hit and doesn’t attack at all.

This isn’t the first time it’s happened — I’ve experienced this same issue over five times now, always in Monster Houses, so I figured it was time to report it.

Please take a look when you get a chance!
I’m really enjoying the game as always — thanks so much for your hard work!

Posted (edited)

[Explorers of Alpha – HC Mode Team Drop]
TL;DR: Fish goes brrr – Lumineon/Phione Rain Team

Hardcore Mode too hard? This team abuses untouched mechanics.
No cheats, just a fast fish on a mission.


💧 Core Strategy

  • Swift Swim + Rain = attack twice per turn for big (STAB) damage

  • Sparkly Wind chains extra turns when the omni-boost activates

  • Helping Hand = +2 Atk/Sp. Atk in one turn

  • Everyone runs Protect + Water Pulse = don't die in boss fights + arguably the best STAB line of sight (LoS) attack

  • Full trap immunity (IQ skills) = walk freely


🐟 Lumineon (Hero)

  • Swift Swim = attack twice; Sparkly Wind can theoretically hit up to 8 times in one turn

  • Sparkly Wind, Protect, Water Pulse, Moonblast

  • X-Ray Specs + Map Surveyor = sees all, snipes all


🔱 Phione (Partner)

  • Swift Swim + Helping Hand = team-wide +2 Sp. Atk/Atk

  • Rain Dance, Protect, Water Pulse, Helping Hand

  • Special Band = support that punches back


🐦 Pelipper (3rd)

  • Drizzle = free Rain forever

  • Surf, Air Slash, Protect, Water Pulse

  • Special Band + Concentrator = boosted room-wide and LoS attacks that never miss


🎁 Honorable Mention: Delibird

  • Prankster = Helping Hand used twice per turn, rain or not

  • Does the same job as Phione, but lacks Rain Dance (so Lumineon would need to run it)

  • If you like NU-tier Pokémon with attitude, go for it


⚙️ Why It Works

  • Moves like Sparkly Wind, Silver Wind, Quiver Dance, etc., that can give a Speed boost also reset the turn - other mods removed only the Speed boost, not this one

  • Protect saves lives — bosses are immune to status, but they can't KO what they can’t hit

  • Since bosses almost never use Light Screen, you can safely go full Special Attack


Fish goes brrr. Bosses cry. Hardcore goes byebye.

Edited by AnnaH
rewording
Posted (edited)
7 hours ago, AnnaH said:

[Explorers of Alpha – HC Mode Team Drop]
TL;DR: Fish goes brrr – Lumineon/Phione Rain Team

Hardcore Mode too hard? This team abuses untouched mechanics.
No cheats, just a fast fish on a mission.


💧 Core Strategy

  • Swift Swim + Rain = attack twice per turn for big (STAB) damage

  • Sparkly Wind chains extra turns when the omni-boost activates

  • Helping Hand = +2 Atk/Sp. Atk in one turn

  • Everyone runs Protect + Water Pulse = don't die in boss fights + arguably the best STAB line of sight (LoS) attack

  • Full trap immunity (IQ skills) = walk freely


🐟 Lumineon (Hero)

  • Swift Swim = attack twice; Sparkly Wind can theoretically hit up to 8 times in one turn

  • Sparkly Wind, Protect, Water Pulse, Moonblast

  • X-Ray Specs = sees all, snipes all


🔱 Phione (Partner)

  • Swift Swim + Helping Hand = team-wide +2 Sp. Atk/Atk

  • Rain Dance, Protect, Water Pulse, Helping Hand

  • Special Band = support that punches back


🐦 Pelipper (3rd)

  • Drizzle = free Rain forever

  • Surf, Air Slash, Protect, Water Pulse

  • Special Band + Concentrator = boosted room-wide and LoS attacks that never miss


🎁 Honorable Mention: Delibird

  • Prankster = Helping Hand used twice per turn, rain or not

  • Does the same job as Phione, but lacks Rain Dance (so Lumineon would need to run it)

  • If you like NU-tier Pokémon with attitude, go for it


⚙️ Why It Works

  • Moves like Sparkly Wind, Silver Wind, Quiver Dance, etc., that can give a Speed boost also reset the turn - other mods removed only the Speed boost, not this one

  • Protect saves lives — bosses are immune to status, but they can't KO what they can’t hit

  • Since bosses almost never use Light Screen, you can safely go full Special Attack


Fish goes brrr. Bosses cry. Hardcore goes byebye.

Your entire run abuses a bug with Speed Boosts. They should end a turn in Alpha yet don't in 3.0. As a result your core strategy is "abuse speed boost bug while you can". Glad you liked it still.

Edited by Alphadaemon
Posted
11 hours ago, rkskekfkakqktk said:

Hi there! I’m here to report what seems to be a bug, and I’ve attached a video for reference.

To explain the situation: my partner Zoroark isn’t using any moves during Monster Houses. I specifically set it to use only the wide-area move “Uproar,” but it just stands there getting hit and doesn’t attack at all.

This isn’t the first time it’s happened — I’ve experienced this same issue over five times now, always in Monster Houses, so I figured it was time to report it.

Please take a look when you get a chance!
I’m really enjoying the game as always — thanks so much for your hard work!

There's no bug besides base Sky AI being stupid most likely. Not something I could fix easily.

Posted
3 hours ago, Alphadaemon said:

Your entire run abuses a bug with Speed Boosts. They should end a turn in Alpha yet don't in 3.0. As a result your core strategy is "abuse speed boost bug while you can". Glad you liked it still.

Sparkly Wind chaining isn’t the core of the team — just one mechanic that happens to work in the current build because you left it untouched.

The real synergy is in Permanent Rain + Swift Swim + Helping Hand, backed by full trap immunity.

I even noted in the post that other mods specifically removed the Speed boost from these kinds of moves to avoid this interaction — here, it’s still in, so I assumed it was intentional.

Either way, fish goes brrr until further notice. 🐟

Posted
9 minutes ago, AnnaH said:

Sparkly Wind chaining isn’t the core of the team — just one mechanic that happens to work in the current build because you left it untouched.

The real synergy is in Permanent Rain + Swift Swim + Helping Hand, backed by full trap immunity.

I even noted in the post that other mods specifically removed the Speed boost from these kinds of moves to avoid this interaction — here, it’s still in, so I assumed it was intentional.

Either way, fish goes brrr until further notice. 🐟

You are also tampering with list starters, I'm not balancing around those either. I can just provide a report saying "Arceus" and yes it trivializes Hardcore.

Posted

There’s also this thing where most quests are for places that don’t actually exist, like level 46 in a 20 floor dungeon.

Posted
1 hour ago, Bloop284 said:

There’s also this thing where most quests are for places that don’t actually exist, like level 46 in a 20 floor dungeon.

They exist in higher difficulties. Fixed in the future version.

Posted

Had to make an account to say how GOATed this hack is. With the QoL, customization, and difficulty options, it really is the definitive way to play Explorers. I just have one question: will future updates be compatible with older saves?  As in, will I be able to continue with my current saved game when 3.1 releases without starting over. Thanks, and great work. 

Posted
1 hour ago, brandondb0 said:

Had to make an account to say how GOATed this hack is. With the QoL, customization, and difficulty options, it really is the definitive way to play Explorers. I just have one question: will future updates be compatible with older saves?  As in, will I be able to continue with my current saved game when 3.1 releases without starting over. Thanks, and great work. 

Glad you like it! Ascend for saves, they are all compatible after 1.2, an internal update system is in place !

Posted

Hello I REALLY LOVE this HACK and I am looking forward for more updates. Also I wanted to ask is there a Discord from you? when Yes I would love to join.
I still have a Question and I can't find the answer in this thread about the Password Menu, I wanted to enable randomizer but I can't open the Menu because I need a password but I can't find it to get acces to it pls help

Posted
4 hours ago, Pikamoon said:

Hello I REALLY LOVE this HACK and I am looking forward for more updates. Also I wanted to ask is there a Discord from you? when Yes I would love to join.
I still have a Question and I can't find the answer in this thread about the Password Menu, I wanted to enable randomizer but I can't open the Menu because I need a password but I can't find it to get acces to it pls help

Password for Randomizer is RANDOM.

I don't have a Discord unfortunately... contacting me is much easier there as I can clearly track all forms of feedback!

Posted
7 hours ago, Alphadaemon said:

Password for Randomizer is RANDOM.

I don't have a Discord unfortunately... contacting me is much easier there as I can clearly track all forms of feedback!

thank you for the quick answer and I just can repeat myself I LOVE THIS ROMHACK

Posted

will or is there an option to change the size for the Team? as example I am currently having a run with Mew and Jirachi and I want to have 4 Team members when doing dungeons but since the team size limit with these 2 pokemon is capped I can ONLY do dungeons with those 2 but I wanna do dng with 4 pokemon without making a new run

Posted
2 hours ago, Pikamoon said:

will or is there an option to change the size for the Team? as example I am currently having a run with Mew and Jirachi and I want to have 4 Team members when doing dungeons but since the team size limit with these 2 pokemon is capped I can ONLY do dungeons with those 2 but I wanna do dng with 4 pokemon without making a new run

Unfortunately they are Shiny versions, which are noticeably stronger than their counterparts so as a balancing measure they take more space in a party

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