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Alphadaemon

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Everything posted by Alphadaemon

  1. I don't understand what you mean. SE5 is the only Special Episode actually unlocking something and even then 95% of the game can be done without it. The only thing needed that's behind SE5 is a dungeon for an endgame quest so I don't see how it's not replayable due to that. I could look into what you said but I genuinely don't understand the feedback.
  2. Ascend Stone Mark I + Lunar Ribbon/Solar Ribbon There are hints for three of them, besides that most are meant to be unlocking events when I share a password You'd need to repatch a clean ROM with the 3.0 xdelta and then name it with the same name as your 2.0 patched rom
  3. Ascend Stone Mark I should suffise to evolve into A-Raichu No guide for that unfortunately, tinkering with file data won't work, sprites would but that's about it As for Super's Move Growth, it is inherently broken and breaking the game in half so I went for a more stable approach with Ginseng boosts being revamped. No Move Growth compatibility, it will break things.
  4. Not all Megas are in the game for space reasons. Both of them won't have Megas until 4.0 Mystifying Forest has some Difficulty-locked floors. Playing with a higher difficulty setting will allow you to take on these missions
  5. Yes SkyTemple has the list. Keep in mind that stuff will maybe break on the way so it's at your own risks First update your game, then talk to Marowak
  6. In order to evolve you need Ascend Stones. Mark I is at the Beach, Mark II is a reward for completing Zero Isle Center for the first time
  7. Evolution is through Luminous Spring. Stats aren't relevant due to gummies existing. Also level up stats change how everything works if you are playing without gummies with stat difference not being that noticeable until like a 25 stat difference. It's something you won't ever get to see in a PMD game so consider movepools are made so each species can perform correctly their role. (Note: if you doubt about all that, keep in mind Weavile is a special attacker in PMD)
  8. Known bug, no areas are unlocked from Project P but the case persists for some reason I'll look into that, thanks for reporting The game itself isn't made to have you run huge mons and expect it to proceed nicely. I think the game tells you directly upon selecting that random starters WILL have bugs and that's on you if that happens. With story escorts they will maybe completely be absent I don't recall Sprite colors don't make Shiny forms confusing. They are easily distinguishable from base forms and if they aren't for specific cases (Gengar maybe in the future), the Shiny color will be changed to distinguish it from base form.
  9. No No No The goal is to have a Vanilla feeling of being glad to find a Shiny. I can add custom color at best but idk
  10. Update 3.0.3 is out: Fixed Randomizer toggles being locked despite Randomizer options being enabled Fixed the Inspector Mode, if it still doesn't work provide a clear chain of instructions to reproduce the bug and report it to me Speedrun mode bag is now giving Goggle Specs and X-Ray Specs instead of Space Globes Alpha Q&A now describes Reccruit 'em all correctly. Marowak's event now appears properly Fixed Shaymin recruitment event being available earlier Added Cutscene Skips for Spinda Café cutscenes and fixed existing Cutscene Skips Added a check for Origin forms, Primal forms and Mega-Diancie that prevents them to explore with an ally Fixed Origin and Primal forms altering Weather conditions permanently Flare Blitz now thaws frozen targets correctly Recoil moves now take in account Magic Guard Imposter and Illusion now work properly in Fixed Rooms ... and many more, I took all the feedback I gathered in the past few days haha
  11. Sorry, I checked it and now I understand what you mean. Next version will allow you to proceed.
  12. This would be a game toggle, I agree with this. Disable Daily Cutscenes and proceed.
  13. I asked a couple of times for help with expanding the game's story and was met with no answers so I scrapped the idea. I don't have the skillset required not the time to do that myself since I'm working on the game alone. That's something I'd like to do with Alpha 4.0 but it would depend on people proposing a custom version with reworked dialogues to me.
  14. Patch updated to 3.0.2. Please repatch your game as it adds more stuff to help continuing your playthrough. What's currently NOT fixed: - Inspector mode with R+Y - Imposter in Fixed/Boss Rooms - Origin Forms breaking weather
  15. You didn't update after the hotfix and as such soft-locked yourself. Here's your save past the crash. Pokemon explorers of Alpha.sav
  16. Ah this is more consistent than I thought, I will extend the cutscene skip to that specific cutscene...
  17. Can you provide a save for that? I tested again and again and it's not crashing at all... Edit: I provided a hotfix that should solve your issue. Try to disable it again just to be sure.
  18. Updated game to 3.0.1 This update should fix most of the Skuntank crashes and the Spinda Café crash aswell! It adds a new feature that automatically skips the daily cutscenes! This can skip some cutscenes crashing the game related to Team Skull and can be managed in the L-menu. The patch also fixes a couple of issues including: - IQ gain not working properly - accuracy checks not working properly - Treeshroud Forest crash - Hardcore mode fix - Zapdos and Darkrai recruitment
  19. I am aware of this crash. Whenever I can access my PC I will look into it. Base game behavior Intentional I haven't taken in account bringing up all buttons at the same time when coding this... you are just supposed to press R+Y. In the event this crashes the game still, I will try to fix it but it will take longer. What do you mean? There's no possible way a cutscene from a different coroutine can run right between two coroutine linked together by a coroutine.
  20. Weird the game has been thoroughly tested on Drastic for 9 months and was playable from start to end without any issue... Do you have any cheat enabled like an Exp cheat by any chance ?
  21. All shinies is something I'd like to do in 4.0 version, though I'm not sure about the feasibility of it yet I will see!
  22. Explorers of Alpha has been updated to its 3.0 version! To see what's new, see OP. If you have any questions, don't hesitate to ask them here!
  23. No losing penalty for Exclusive sounds fair, I'm gonna add it ! Thanks for the idea ! Drastic seems to be 100% compatible in the next version so there's that. Max Elixirs are Beach Cave floor 3 and have a 45% chance to spawn out of 3 to 6 items, which is enough I feel like. The resource is fairly accessible. The Porygon bug is fixed in my version. Waterfall Cave's even floors have a high density of orbs and you can use them floor 9. The Apple Woods floor however wasn't perfectly designed in the public version so I came up with a new design emphasing what I wanted people to do in the room along with a Pitfall Trap allowing to do to the previous floor in order to scout for the resource needed. The full version has additions but most likely this won't affect your immediate experience pre-Aegis Cave. That's a fairly odd bug that was fixed in my version, however it's not addressed in the public one... Sorry about that... Level Scaling directly manipulates the entity level in the spawn list. That means the movesets are altered as a result. Some entities however have hardcoded movesets, for that it's case by case. As someone mentioned there's a public version that adresses the Job Bulletin Board issue. Thanks for the kind words, however it's not just me haha! Without my testers and all the help I got from other modders, this project wouldn't exist! Teamwork makes the dream work! Finally, I'll have you know that 2.0 is proceeding nicely. I tackled one of the biggest issues of Alpha and now that I'm done with it I'm clearing some stuff in my todolist yet again, though life prevents me from working faster, development is going well so far!
  24. I'll answer 1 by 1: - ReA: there's the Exploration log that tells you the number of unique species you recruited - Level scaling: level resets are unaffected by this feature - Solorun random: no, however there's something cool with using Ditto in Alpha because it has Imposter. It is some sort of replayability and considering floor randomizer I could add something that generates a random species for Imposter if randomizer is active, why not ! - ultimate balanced dungeon: 5 levels of that. Zero Isle North is a random bag dungeon. It helps preparing with whatever you get. Zero Isle East is a Natural Mode dungeon where stats are recalculated based on main series. Zero Isle South is the ultimate level reset, find keys to progress, otherwise you'll lose long term. Destiny Tower is the current ultimate challenge. No bag no IQ, 1 mon, no Exp, recruiting on, 99 floors + Arceus custom boss: good luck. Tower of Perfection: you have access to everything, however enemies all have handpicked movesets with linked and powered up moves, here to deal with everything you prepared to beat the dungeon. It will be the final dungeon next version. - Left on the to-do list are story rewrites to fit the final goal of the game, puzzle reworks, some boss field effects, Chatot quest, ultimate items, Tower of Perfection and that's all. A lot still and that's why there's no ETA, as I said I have a life.
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