Alphadaemon Posted September 2 Author Posted September 2 (edited) 10 minutes ago, Ewesi said: Ah okay, my bad— yes I have. And no, I did not say "it's unbalanced fix it." I asked if it was possible and bringing up that yes, the mythicals are unbalanced. I was confused because I didn't know the level progression of mythicals/legendaries and that they don't have a similar level progression as the other Pokemon do. If you don't want to fix it, that's fine and I understand. What I'm now asking is, can I do it myself purely for my own enjoyment while still being able to play Alpha. If not, that's also fine— I just want to know if that's a possibility for my own self. I don't want to debate about this— just a yes or no is all I'm looking for. But the answer is "no, mythicals are not unbalanced, only someone that hasn't played would say so" lol. And 3.0.X doesn't allow editing metadata so no. Edited September 2 by Alphadaemon
Guest Posted September 2 Posted September 2 9 minutes ago, Alphadaemon said: But the answer is "no, mythicals are not unbalanced, only someone that hasn't played would say so" lol. And 3.0.X doesn't allow editing metadata so no. Great, that's all you had to say.
corgi Posted September 4 Posted September 4 (edited) Playing this amazing rom with expert + levels calling and really enjoying challenge so far! It's a total refreshing experience, thank you for your effort! If you allow me, here some suggestion and some bug that I found -Bug In the thread, Scaling is disabled when a guest Pokémon joins, except in Hardcore But this seem nor working for me, at least at story mode (during expedition) when i got 30lv guest bidroff team on me, (and me and my partners level is 25) enemy levels also set as 30lv -suggestion manual team control This is surely amazing feature and add significant strategy option to the game, but for some qol, how about.. When you press start when you not leader, immediately back to leader and turn to automatic again? Like just skip left team's turn, it's little tidy when i have 4members and i only need to actually control 2 member Item lock this is another qol feature, When I get in to dungeon, I take some fixed item set like 2 revive, 2apple, exclusive items, etc And it's kinda annoying finding them from storage every morning, So how about if you *lock* items in inventory, they not get in to storage even if I select all with (L+R) at storage menu? Thank you again for all your effort in this amazing rom! I will back and let you know when I 100% it! Edited September 4 by corgi
Ducc Posted September 4 Posted September 4 Help! I think i accidentally enabled cutscenes when trying to enable another feature! (I wasnt paying close enough attention, sorry!) Whether i fail or succeed in this dungeon it goes to black, just like ppl are saying when cutscenes are enabled. I'm softlocked by this bug, but since im in a dungeon i can't access the overworld rom menu to disable them(if that's what's causing this). Is there a tool i can use to rescue my savefile? I'm not sure if cutscenes are actually whats causing this? I normally have them disabled, but i was fiddling with the settings and i think some settings got changed when my cat jumped up on me, and my issue (black screen after rewards/failure) closely resembles the bugs ppl mention. I love this romhack by the way, great work on it. Thanks in advance for any help! Attached is my savestate and savefile, for convenience. I'm also good to try and fix on my own if there's a known solution. pmd@2_8.dss pmd@2.dsv
Chelonia Posted September 4 Posted September 4 I took a huge break from playing this hack, and I'm finding it hard to continue from where I left off (I have about 59 hours in my save file). I feel like starting over so I can gather my thoughts better and write an in-depth review of the hack. But now I hear there's a 3.1 patch in development, so do you think I should just wait until that update instead?
Alphadaemon Posted September 4 Author Posted September 4 5 hours ago, corgi said: Playing this amazing rom with expert + levels calling and really enjoying challenge so far! It's a total refreshing experience, thank you for your effort! If you allow me, here some suggestion and some bug that I found -Bug In the thread, Scaling is disabled when a guest Pokémon joins, except in Hardcore But this seem nor working for me, at least at story mode (during expedition) when i got 30lv guest bidroff team on me, (and me and my partners level is 25) enemy levels also set as 30lv -suggestion manual team control This is surely amazing feature and add significant strategy option to the game, but for some qol, how about.. When you press start when you not leader, immediately back to leader and turn to automatic again? Like just skip left team's turn, it's little tidy when i have 4members and i only need to actually control 2 member Item lock this is another qol feature, When I get in to dungeon, I take some fixed item set like 2 revive, 2apple, exclusive items, etc And it's kinda annoying finding them from storage every morning, So how about if you *lock* items in inventory, they not get in to storage even if I select all with (L+R) at storage menu? Thank you again for all your effort in this amazing rom! I will back and let you know when I 100% it! Hi, About the bug it's fairly inconsistent I'll look into it. About the suggestions: - pressing Start to return back to automatic while skipping everyone's action is not only hyper complicated to implement but also has no benefit as it would be a shortcut to holding A+B then pressing Start on your leader's turn, which is already using shortcuts to then get back to the current behaviour. - a bag lock feature is truly overcomplicated and provides a bit more benefits as you wouldn't have to unlock some items manually now, but in terms of implementation it requires reworking the bag structure and adding a whole new menu action which only provides this item lock. It would even need creating a new menu for a manager of this feature... just to spare 4 seconds deselecting the items you don't want to store, which requires waaaaay too much work for the benefit in my book. In terms of workload on this feature it would take me 1 to 2 months because it's fairly complex, just to save 4 seconds. Within 2 months of work I can expand the Chimecho assembly slots from 555 entries to around 900 for example, which is a net gain to collecting and replayability for example, especially when I envision expanding the dex up to Gen 9
Alphadaemon Posted September 4 Author Posted September 4 3 minutes ago, Chelonia said: I took a huge break from playing this hack, and I'm finding it hard to continue from where I left off (I have about 59 hours in my save file). I feel like starting over so I can gather my thoughts better and write an in-depth review of the hack. But now I hear there's a 3.1 patch in development, so do you think I should just wait until that update instead? Since 2 months I've been unable to make as much progress as I wanted. 3.1 is around the corner and needs me to do one final big effort, but I wouldn't count on it being soon unfortunately... 1 1
Ducc Posted September 5 Posted September 5 On 9/3/2025 at 10:33 PM, Ducc said: Help! I think i accidentally enabled cutscenes when trying to enable another feature! (I wasnt paying close enough attention, sorry!) Whether i fail or succeed in this dungeon it goes to black, just like ppl are saying when cutscenes are enabled. I'm softlocked by this bug, but since im in a dungeon i can't access the overworld rom menu to disable them(if that's what's causing this). Is there a tool i can use to rescue my savefile? I'm not sure if cutscenes are actually whats causing this? I normally have them disabled, but i was fiddling with the settings and i think some settings got changed when my cat jumped up on me, and my issue (black screen after rewards/failure) closely resembles the bugs ppl mention. I love this romhack by the way, great work on it. Thanks in advance for any help! Attached is my savestate and savefile, for convenience. I'm also good to try and fix on my own if there's a known solution. pmd@2_8.dss 1.37 MB · 1 download pmd@2.dsv 128.12 kB · 1 download In case this helps anyone, i fixed my softlock by loading my save in the vanilla pmd sky rom and finishing the dungeon. It looks like it was cutscenes enabled that was causing the crash. Switching back to pmd alpha seems to be fine!
KyokoEspeon Posted September 6 Posted September 6 (edited) Hello, so far I really like this mod and I have a question regarding the Special Episodes: I have played up to the fourth Special Episode so far and everytime after I completed one, I got a Exclusive Item for the Pokemon used in the Episode, except for at the End of Bidoofs Wish. This was also the only Special Episode where I had fainted so my question is: Is there just no reward at the end or do you actually have to beat it without fainting once? An answer would be much appreciated as I wouldn't want to play it yet again if there is no point. Edited September 6 by KyokoEspeon
kawaiiarhea Posted September 7 Posted September 7 Big fan of the romhack! Honestly, it's really refreshing to see a difficulty setting this high- it makes me look at the whole game in a completely different way. I love preparing for all the old dungeons in new ways- trying to predict what the new suprise boss is, new mechanic at the end of the floor, etc. My favourite was the surprise boss at the end of Quicksand Cave- it encouraged me to kind of shake up my team comp, using Cacturne to get through it easier. Still, i'm at the end of Temporal Spire and i'm near-out of reviver seeds. I really want to get to the end of the game and do the Darkrai story without dropping down a difficulty setting- i'm worried that i've either got to pick between turbo-grinding for $2,000 Reviver seeds to get through TT, or potentially ruining my post-game experience by dropping down to Difficult. Is there any passwords to swap from Difficult back up to Hardcore pre-Darkrai?
AMurph31 Posted September 7 Posted September 7 Hey! Love the game and the work you’ve put into it, pmd sky was/is one of my favorite games ever, so replaying a modern spin on it is fantastic! Zero complaints about difficulty or spawnrate or anything like that, but so far I’ve encountered two non-game breaking glitches, and I apologize if they’ve already been mentioned: 1. On my first story runthrough of chaotic wilds, I fainted to an ursaluna in the grid room. This did not send me back to the beginning of the wilds, but it sent me directly to spacial rift. Fainting in spacial rift sends me back to spacial rift, but fainting in deep spacial rift sends me to deep chaotic wilds(!). After initially getting to the poryZ fight (and losing), it sends me back to deep chaotic wilds. The main glitch is that every time I had made it through deep chaotic wilds to the poryZ fight a second time, it would cue the cutscene, white-screen me, give me the “mission complete” noise, and then send me back to deep chaotic wilds entrance. I’ve made it past the palkia arc by intentionally dying to ursaluna and then save stating my way thru deep spacial rifts to save myself a headache, but thought you should know. 2. Strangely, after I completed the scizor dungeons with him, all of the musical wonders dungeons cut off at floor 30. For reference, I play in expert mode (so many of them should be ending at 60), scizor tells me each dungeon’s length correctly when approached (ie 40/50/60 and not 30), and even if I accept a mission for a floor >30, it sends me back home prior to it. This is the case in both dungeons I’ve already entered prior to the scizor chapters as well as newer ones inaccessible prior to completion such as atomic wastes. I am still able to traverse past floor 30 in non-wonders dungeons like zero isle north. The first glitch is (likely) more game breaking than the second, though neither have really hindered my ability to enjoy the game. The second glitch is only frustrating since I wanted to recruit certain shinies only available past floor 30 in certain dungeons. Let me know if there are any fixes to either issue, thanks so much!
Zulrek Posted September 11 Posted September 11 Hi, it's my first time seeing that it's possible to play romhacks. This Pokemon Alpha 3.0 seems very fun and I would love to play it. But I really don't know how and which tool I need to install for this game. I have nothing right now. I saw there are a lot of tools possible but I would like to know which tools are the best to play specificaly this romhack (alpha 3.0). So, can you tell me, which things I need to install to play this game with the minimum of bug/incident please ? Thanks everyone and congrats Alphadaemon for the work !
Chelonia Posted September 12 Posted September 12 (edited) This has less to do with this hack in particular and more to do with PMD2 in general, but is there any practical use for the House Avoider IQ skill? It's usually easy to tell when a room is a Monster House before stepping in it, and since it only affects non-leader Pokemon, one could simply change their Tactics option or use Manual control to avoid entering one. If there's no use for it, then might I suggest the IQ skill be reworked into something better? Like say, "damage dealt/taken is increased/decreased by 1% per enemy in the room" or "raises Speed by 1 stage when activating a MH". Basically a skill that would help in actually clearing MHs for Pokemon that lack good AoE moves. Edited September 13 by Chelonia
Maxime Posted September 14 Posted September 14 Hi! I'm sorry sorry for the inconvenience...need help for activate the zapdos quest,when i do there is this problem. anyway this is a great hack congratulation
Alphadaemon Posted September 14 Author Posted September 14 13 minutes ago, Maxime said: Hi! I'm sorry sorry for the inconvenience...need help for activate the zapdos quest,when i do there is this problem. anyway this is a great hack congratulation Hi, sorry that you encountered this bug. It has been fixed for 3.1 On 9/12/2025 at 4:54 AM, Chelonia said: This has less to do with this hack in particular and more to do with PMD2 in general, but is there any practical use for the House Avoider IQ skill? It's usually easy to tell when a room is a Monster House before stepping in it, and since it only affects non-leader Pokemon, one could simply change their Tactics option or use Manual control to avoid entering one. If there's no use for it, then might I suggest the IQ skill be reworked into something better? Like say, "damage dealt/taken is increased/decreased by 1% per enemy in the room" or "raises Speed by 1 stage when activating a MH". Basically a skill that would help in actually clearing MHs for Pokemon that lack good AoE moves. Boost the mon when an ally triggers a Monster House, I'd rename it to House Cleaner too. That's the idea I had for 4.0
Maxime Posted September 14 Posted September 14 sorry again....where i can find the 3.1? i seach but i can't find out.
Alphadaemon Posted September 14 Author Posted September 14 3 minutes ago, Maxime said: sorry again....where i can find the 3.1? i seach but i can't find out. In the near future I hope ! It's the upcoming version
theSLAYER Posted September 19 Posted September 19 Okay everyone. I have been summoned here. I don't care who started it. I don't care who retaliated. I don't want to hear any explanations. Just stop. I just have one clear message: Any further rude or aggressive behaviour, and you'll get official warnings, that can and will lead to bans. And for goodness sake, just report actual bugs and give brief words of thanks. There is no need for a wall of text; ain't nobody got time for that. @Alphadaemon sorry to hijack your thread, but it's been getting so out of hand that members have been reporting the current debacle. Anyway don't be bothered by it (I've hidden the posts), and carry on with your good work 1
PandaTrash Posted September 19 Posted September 19 Hi, I'm having slight trouble with getting 100 KO. Do you have any tips on it? Thank you!
orenji Posted September 19 Posted September 19 (edited) Hiya!! Just started a playthrough of this romhack and i've been enjoying it so far~ the QoLs really give a refreshing (and surprising) gameplay experience for me. I'm here to ask a question, suggest, as well as report a bug I encountered during gameplay. 1. The question: Since shinies exist in this game and i've seen that shiny moltres based on the screenshot you provided, can the ones you meet in the story be shiny as well? (like lake trio, dialga, palkia, etc..) Can they be shiny hunted in the post-game? 2. The Suggestion: I was wondering if the other characters could also have their portraits changed depending on the context/their emotion in the story so that they won't look static (it would be a nice addition to the immersion :0) 2. The Bug report: This started during the announcement of the "chosen" members for the guild's expedition cutscene. As you can see below, there are two chatots and I found it funny honestly xD Though it's not really game-breaking, it does kinda break the immersion unfortunately. iirc, he uses a special sprite here (the one with the paper?) while announcing the names but instead, he only uses the standard walk animation. And even up until the guild members have gathered in the circle, the second chatot can still be seen idling among them xD. I'm still in the middle of my playthrough of the game so I haven't encountered any more bugs yet but I'll be sure to report about it if I do. Thank you so much for your hardwork op!!! This romhack is reallllyyy good two chatots what are they gonna do.mov Edited September 19 by orenji
eeveeinabox Posted September 20 Posted September 20 (edited) I made an account here just because of your rom hack. Thank you for the amazing work and I'm looking forward to future updates! Here are some of the bugs/feedback that I've noted after just having unlocked Marine Resort in Expert mode, version 3.0.3: Gamebreaking bugs Mt. Travail will randomly freeze/crash on the setpiece floors (8 and 16). This was reported in a previous version and supposedly fixed, but it's still happening in v3.0.3. This happened to me when using the free camera as well as after using an attacking move (Nasty Plot). From what I can tell, there's no way to prevent this from happening except hope that whatever you do doesn't trigger it. The first time you go to Shaymin Village, there is an option to skip the cutscene. If you choose to NOT skip it, once the cutscene ends, your partner's sprite disappears/glitches out and it's possible for the game to freeze. You can avoid this crash by choosing to skip the cutscene. There is an option to skip the story Volbeat/Illumise cutscene. If you choose to skip, you bypass the usual end-of-day scenes and immediately get warped back to Treasure Town and lose several levels (probably reverts back to the stats you had at the last save or something). I actually quit playing a different EoS romhack because of a similar bug where completing ZIN also hard warped you back to Treasure Town, causing you to keep the ZIN softreset stats instead of your original ones. So I went from level 100 to ~30 or something. Stuff like this is not technically gamebreaking, but one of the few things that would make me (and possibly others) ragequit. Other bugs Scorching Sands functions as a physical move, even though it should be a special move (affected by Atk/Def stats and modifiers, not affected by SpA/SpD) Trying to pick up an object on the ground in manual mode sometimes just won't work and it will skip your turn. This happens most often with guests/escorts but can also happen with your teammates and even your leader. In Spinda Cafe, when you unlock an unexplored area after a drink, it never actually unlocks anything and kicks you out of the drink menu. You can also unlock the same dungeon such as Oblivion Forest multiple times through different events such as Wynaut once and then later through story progression. Your Pokemon abilities shown in the Summary screen in Treasure Town are the ones they get post-Darkrai, even when you haven't defeated Darkrai. For example, A-Ninetales shows Snow Cloak / Snow Warning in Treasure Town, but change to Snow Cloak / Cute Charm when you enter a dungeon. Some move descriptions are incorrect. Example: Dragon Rush says single-target melee when it's a line-of-sight move. Possible bug: Attacks can miss against a No Guard user (wasn't recording, but it happened with Hurricane Articuno in Hail vs enemy Machop in Lost Wilderness with no other effects that I'm aware of, like Neutralizing Gas) Possible bug: it seems that if you don't have someone that can walk on water, you will softlock on the Froslass setpiece floor (Crystal Crossing B7F), since you have to cross a 1-tile water spot to get to the stairs, and there's no other way to leave the floor besides getting timed out? Unless I'm missing something... Possible bug: some Pokemon seem to have abnormally high HP regen rates in snow and hail. For example, K-Vulpix and K-Ninetales both regen 5% HP per turn in these weathers (when they normally regen a lot less in Clear), and it feels like some enemy Pokemon have insanely high regen in bad weather as well when they shouldn't. The Croagunk Shop does not give you the option to trade for Sylveon's tier 3 item when all other tier 3 Eeveelution items appear. General feedback After you unlock Mysteriosity, a lot of jobs can't be done on days with high Weirdness levels because you often spawn the max number of enemies on a floor, which prevents rescue and outlaw Pokemon from appearing (a.k.a. "but where's the target Pokemon?") If it's possible, you should cap the enemy spawns to 15 out of 16 on these floors so there's always room to spawn the target Pokemon. I've even had monster houses spawn nothing because of this. Enemies on heavy darkness floors will use room moves that can't hit you (such as Draco Meteor) because they only have 1 range under these conditions but they always "see" 2 tiles away. Similarly, enemies standing at the edge of rooms can use room moves that won't hit you in a corridor. Idk if this is possible but it would be nice QoL to have enemies show up (as red dots) on the minimap based on your whole team's vision at all times. Right now, you only see enemies on the minimap when you're focused on the ally that's "giving vision" of that area. Similarly, it would be nice if stuff like Radar and Scanner Orb applied to everyone. As an RTS player (SC2/AOE4), minimap usability is a huge deal for me. If there have multiple competing weather abilities, is there a way to randomly decide which one activates at the start of each floor? For example, right now if you have both Drought and Snow Warning in your party, Drought will always activate, never Snow Warning. I've tried changing the party order and using different combinations of weather setters, but it seems like one weather ability always takes priority over another. It would be cool if you could somehow hack stat caps to be based on the Pokemon's actual stat distribution instead of a flat 999/255/... for everyone. It just feels wrong for Blissey and Bastiodon to eventually have the same HP, Attack, etc. with enough stat boosting items. Edited September 20 by eeveeinabox
Menu Player Posted September 20 Posted September 20 Is there something wrong with Hisuian Sneasel's exclusive item, the Climber Bow? I didn't have problems getting Sneasler's Dire Claw from Croagunk's Shop (brought a Sneasler and the Dire Claw popped after 2 or 3 in game days, just like any other Pokemon). But for the life of me Climber Bow just won't spawn. I've tried bringing both genders of Hisuian Sneasel and have tried Escape Orb soft resetting but to no avail. Already in post-post-game so just doing things for completion~
Brendell Posted September 20 Posted September 20 On 9/4/2025 at 12:30 AM, Alphadaemon said: - a bag lock feature is truly overcomplicated and provides a bit more benefits as you wouldn't have to unlock some items manually now, but in terms of implementation it requires reworking the bag structure and adding a whole new menu action which only provides this item lock. It would even need creating a new menu for a manager of this feature... just to spare 4 seconds deselecting the items you don't want to store, which requires waaaaay too much work for the benefit in my book. In terms of workload on this feature it would take me 1 to 2 months because it's fairly complex, just to save 4 seconds. Within 2 months of work I can expand the Chimecho assembly slots from 555 entries to around 900 for example, which is a net gain to collecting and replayability for example, especially when I envision expanding the dex up to Gen 9 Hallo again! I'm sorry if you're feelin' bad about progress; I'm still cheering for you! You got dis! That said, my brain got thinking on some of those suggestions and the issues with them. Pleaaase don't feel pressured to think/implement them, my goal is more of curiosity and sharing potential ideas; just keep doing what you think is best, you've done great imo. I was also thinking about some of the PMD item sets from later games, and suspected it might be difficult, as I don't think the menu system is set up for that, or for saving that information. Some ideas I've tossed around are: -Dump all but selected -I know Porygon has a "dump whole inventory into storage" option, which makes me think that there isn't a button when talking to Kangaskhan. So, my barebones-"I'm not the best coder"-janky idea is: 1. use the same system that exists to select items to put in storage 2. freeze inputs after confirmation 3. run through all item slots and reverse the "selected/not selected" tag 4. actually put in storage -Favorited Items -This feels like it might be a middle ground to building in a whole bunch of systems to allow for saved "item sets", but, to my knowledge, there isn't already a way for players to tag/untag specific items at all within the storage system, so that'd likely have to be built. That said, you could use some of the tags that the sorting system uses. That way, when you auto sort, all the items a player wants to see would be right at the front, then they can take out however many they want. -Preset item pulling/shop -build Another menu that tries to pull a set amount of common items from storage into the bag after dumping via porygon, or one that has a few options of commonly brought items. Like the two apples, two Oren, two Max Elixer, Two Reviver; then let them buy it all at once. Also works as a money sink for convenience. Again, I dunno if any of this is helpful, or will be later, but I hope 'ya have a good one!
Alphadaemon Posted September 20 Author Posted September 20 On 9/19/2025 at 1:11 PM, theSLAYER said: Okay everyone. I have been summoned here. I don't care who started it. I don't care who retaliated. I don't want to hear any explanations. Just stop. I just have one clear message: Any further rude or aggressive behaviour, and you'll get official warnings, that can and will lead to bans. And for goodness sake, just report actual bugs and give brief words of thanks. There is no need for a wall of text; ain't nobody got time for that. @Alphadaemon sorry to hijack your thread, but it's been getting so out of hand that members have been reporting the current debacle. Anyway don't be bothered by it (I've hidden the posts), and carry on with your good work Thank you for intervening haha, I wasn't sure about what to do... I let that slide but still had me note down useful stuff so it's a W in my book haha On 9/19/2025 at 8:32 PM, PandaTrash said: Hi, I'm having slight trouble with getting 100 KO. Do you have any tips on it? Thank you! Hardcore difficulty + Illuminate party + one-room should do the trick On 9/19/2025 at 8:36 PM, orenji said: Hiya!! Just started a playthrough of this romhack and i've been enjoying it so far~ the QoLs really give a refreshing (and surprising) gameplay experience for me. I'm here to ask a question, suggest, as well as report a bug I encountered during gameplay. 1. The question: Since shinies exist in this game and i've seen that shiny moltres based on the screenshot you provided, can the ones you meet in the story be shiny as well? (like lake trio, dialga, palkia, etc..) Can they be shiny hunted in the post-game? 2. The Suggestion: I was wondering if the other characters could also have their portraits changed depending on the context/their emotion in the story so that they won't look static (it would be a nice addition to the immersion :0) 2. The Bug report: This started during the announcement of the "chosen" members for the guild's expedition cutscene. As you can see below, there are two chatots and I found it funny honestly xD Though it's not really game-breaking, it does kinda break the immersion unfortunately. iirc, he uses a special sprite here (the one with the paper?) while announcing the names but instead, he only uses the standard walk animation. And even up until the guild members have gathered in the circle, the second chatot can still be seen idling among them xD. I'm still in the middle of my playthrough of the game so I haven't encountered any more bugs yet but I'll be sure to report about it if I do. Thank you so much for your hardwork op!!! This romhack is reallllyyy good two chatots what are they gonna do.mov 68.82 MB · 0 downloads 1. They can be hunted at fixed places in Destiny Tower 2. Without a thorough explanation for the suggestion, I'm not sure if I am the man for the job that's determining which emotion portrait could fit X or Y situation 3. This fun bug is fixed in the upcoming version haha 18 hours ago, eeveeinabox said: I made an account here just because of your rom hack. Thank you for the amazing work and I'm looking forward to future updates! Here are some of the bugs/feedback that I've noted after just having unlocked Marine Resort in Expert mode, version 3.0.3: Gamebreaking bugs Mt. Travail will randomly freeze/crash on the setpiece floors (8 and 16). This was reported in a previous version and supposedly fixed, but it's still happening in v3.0.3. This happened to me when using the free camera as well as after using an attacking move (Nasty Plot). From what I can tell, there's no way to prevent this from happening except hope that whatever you do doesn't trigger it. The first time you go to Shaymin Village, there is an option to skip the cutscene. If you choose to NOT skip it, once the cutscene ends, your partner's sprite disappears/glitches out and it's possible for the game to freeze. You can avoid this crash by choosing to skip the cutscene. There is an option to skip the story Volbeat/Illumise cutscene. If you choose to skip, you bypass the usual end-of-day scenes and immediately get warped back to Treasure Town and lose several levels (probably reverts back to the stats you had at the last save or something). I actually quit playing a different EoS romhack because of a similar bug where completing ZIN also hard warped you back to Treasure Town, causing you to keep the ZIN softreset stats instead of your original ones. So I went from level 100 to ~30 or something. Stuff like this is not technically gamebreaking, but one of the few things that would make me (and possibly others) ragequit. Other bugs Scorching Sands functions as a physical move, even though it should be a special move (affected by Atk/Def stats and modifiers, not affected by SpA/SpD) Trying to pick up an object on the ground in manual mode sometimes just won't work and it will skip your turn. This happens most often with guests/escorts but can also happen with your teammates and even your leader. In Spinda Cafe, when you unlock an unexplored area after a drink, it never actually unlocks anything and kicks you out of the drink menu. You can also unlock the same dungeon such as Oblivion Forest multiple times through different events such as Wynaut once and then later through story progression. Your Pokemon abilities shown in the Summary screen in Treasure Town are the ones they get post-Darkrai, even when you haven't defeated Darkrai. For example, A-Ninetales shows Snow Cloak / Snow Warning in Treasure Town, but change to Snow Cloak / Cute Charm when you enter a dungeon. Some move descriptions are incorrect. Example: Dragon Rush says single-target melee when it's a line-of-sight move. Possible bug: Attacks can miss against a No Guard user (wasn't recording, but it happened with Hurricane Articuno in Hail vs enemy Machop in Lost Wilderness with no other effects that I'm aware of, like Neutralizing Gas) Possible bug: it seems that if you don't have someone that can walk on water, you will softlock on the Froslass setpiece floor (Crystal Crossing B7F), since you have to cross a 1-tile water spot to get to the stairs, and there's no other way to leave the floor besides getting timed out? Unless I'm missing something... Possible bug: some Pokemon seem to have abnormally high HP regen rates in snow and hail. For example, K-Vulpix and K-Ninetales both regen 5% HP per turn in these weathers (when they normally regen a lot less in Clear), and it feels like some enemy Pokemon have insanely high regen in bad weather as well when they shouldn't. The Croagunk Shop does not give you the option to trade for Sylveon's tier 3 item when all other tier 3 Eeveelution items appear. General feedback After you unlock Mysteriosity, a lot of jobs can't be done on days with high Weirdness levels because you often spawn the max number of enemies on a floor, which prevents rescue and outlaw Pokemon from appearing (a.k.a. "but where's the target Pokemon?") If it's possible, you should cap the enemy spawns to 15 out of 16 on these floors so there's always room to spawn the target Pokemon. I've even had monster houses spawn nothing because of this. Enemies on heavy darkness floors will use room moves that can't hit you (such as Draco Meteor) because they only have 1 range under these conditions but they always "see" 2 tiles away. Similarly, enemies standing at the edge of rooms can use room moves that won't hit you in a corridor. Idk if this is possible but it would be nice QoL to have enemies show up (as red dots) on the minimap based on your whole team's vision at all times. Right now, you only see enemies on the minimap when you're focused on the ally that's "giving vision" of that area. Similarly, it would be nice if stuff like Radar and Scanner Orb applied to everyone. As an RTS player (SC2/AOE4), minimap usability is a huge deal for me. If there have multiple competing weather abilities, is there a way to randomly decide which one activates at the start of each floor? For example, right now if you have both Drought and Snow Warning in your party, Drought will always activate, never Snow Warning. I've tried changing the party order and using different combinations of weather setters, but it seems like one weather ability always takes priority over another. It would be cool if you could somehow hack stat caps to be based on the Pokemon's actual stat distribution instead of a flat 999/255/... for everyone. It just feels wrong for Blissey and Bastiodon to eventually have the same HP, Attack, etc. with enough stat boosting items. Thanks for the thorough feedack! I will answer to this message separarely after reviewing everything in it. 3 hours ago, Brendell said: Hallo again! I'm sorry if you're feelin' bad about progress; I'm still cheering for you! You got dis! That said, my brain got thinking on some of those suggestions and the issues with them. Pleaaase don't feel pressured to think/implement them, my goal is more of curiosity and sharing potential ideas; just keep doing what you think is best, you've done great imo. I was also thinking about some of the PMD item sets from later games, and suspected it might be difficult, as I don't think the menu system is set up for that, or for saving that information. Some ideas I've tossed around are: -Dump all but selected -I know Porygon has a "dump whole inventory into storage" option, which makes me think that there isn't a button when talking to Kangaskhan. So, my barebones-"I'm not the best coder"-janky idea is: 1. use the same system that exists to select items to put in storage 2. freeze inputs after confirmation 3. run through all item slots and reverse the "selected/not selected" tag 4. actually put in storage -Favorited Items -This feels like it might be a middle ground to building in a whole bunch of systems to allow for saved "item sets", but, to my knowledge, there isn't already a way for players to tag/untag specific items at all within the storage system, so that'd likely have to be built. That said, you could use some of the tags that the sorting system uses. That way, when you auto sort, all the items a player wants to see would be right at the front, then they can take out however many they want. -Preset item pulling/shop -build Another menu that tries to pull a set amount of common items from storage into the bag after dumping via porygon, or one that has a few options of commonly brought items. Like the two apples, two Oren, two Max Elixer, Two Reviver; then let them buy it all at once. Also works as a money sink for convenience. Again, I dunno if any of this is helpful, or will be later, but I hope 'ya have a good one! After evaluation, it's 10 seconds gained for 6 months of work, and 6 months of work on something poorly documented and way too complicated to setup for no real long-term benefit 1 1
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