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Alphadaemon

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Everything posted by Alphadaemon

  1. 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!
  2. 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.
  3. Unfortunately no. The Body Size restriction is a measure put in place by the game so it avoids breaking all the dungeon stuff while loading sprites. This is something I cannot remove. I have a life, development is still ongoing and I have a Twitter if you want to follow the news @EoAlpha_off
  4. Discord DMs for now 'til the post is officially updated. I have an internal randomizer for the exact reason that anyone can play the starter they want. No need of preventative measures. I plan to have a Discord at some point, but it's more for feedback and community interactions, it's something planned for 2.0
  5. Tower of Demise is changed in 2.0, maybe you will feel more confident in trying it haha Not that irrelevant to me, unfortunately I only have a development server for now and not more than that, I have had bad experiences with Rom Hack servers in the past. Maybe I'll change my mind in the upcoming weeks, however I have more pressing matters related to the game for now
  6. Hey! Alpha 2.0 already has a Dynamic Randomizer within the game, it only needs one game option to be turned on to work!
  7. It's not an AI issue, it's something I cannot control at all. The AI isn't here to move linearily and can move all over the place, there's no easy fix to that.
  8. Thanks for the kind words! All credits dued for SMD move shortcuts go to End and Irdkwia, not me, just so you know. 2.0 adds a ton of stuff to make the game more enjoyable for everyone, I'm glad you look forward to it! Unfortunately the development is on hold as I have had a big drop of motivation lately, but I will get back to it eventually The remainder of the to-do list adds side-quests for both endgame QoL and more gameplay designs for main story and endgame alike It will take the time it needs to be released as I am not looking for clout with a fast release nor for a burnout if I overwork myself
  9. The issue with how you phrase things is that you don't explain the "why" behind your thoughts. The gameplay is tedious with 1.2 settings and I agree, you can talk about spawn rate, enemy HPs, and a lot of stuff but... Dojo ????? You don't need maxed stats to play the game and it was designed this way, if you aren't good enough I advice you to play the 2.0 once it's out, there's lower difficulties in it. Saying not repeatable dojos make the game tedious is absolutely ridiculous. I won't talk about the fraudish game you mentionned, stolen stuff and next to no changes go to show how insulting it is for me to see my game compared with it. And if I work on a 2.0 Alpha for so long, that's for a reason, this one being having a more inclusive hack in the end. You play a difficulty hack considering 1.2 and complain about the difficulty and the fact you need to think as a statement (overthinking is an overstatement). Your comments are only showing that you don't want to play the game the way it was designed and I don't give a damn since I already corrected these issues in 2.0 (that's why I insist every single time with "waiting for 2.0") but I should've told it right off the bat. Playing any way you want is fair, your complains with the game can be summed with "why I can't play with every pokemon in the game during story" and "why don't you allow everyone to abuse your game", which is ridiculous, really. 1.2 is the worse version of Alpha though and I completely understand that you may have not enjoyed it, 2.0 feels like a whole new game and if you feel like it I hope you change your mind about the game.
  10. If you consider balancing is punishing, then I think you don't understand what is a game, but that I can understand You stand by your point ignoring the evidence I pointed you: I have tested everything so every starter combination can clear the game with max 2 tries in each story dungeon without Dojo abuse. Items and gameplay knowledge are key, yet you choose to ignore it and stick with "bruteforce". Your option isn't right and your gameplay isn't as well thought as it could be. Maybe the hack isn't for you in 1.2 but if you want I have an easy mode in 2.0 The other ways to indefinitely increase stats exists, true, but not in one go in main game. The restrictions are lifted post-game for a reason as I mentionned. Mentionning cheating devices is irrelevant and I never take filthy cheaters in account for my game except for the anti-cheat in 2.0 My level design choices are... well mine, work on your own hack if it doesn't please you, but don't throw trash on it, especially when you complain about stuff you're definitely not willing to understand I understand yours however and every """""issue""""" you mention has been taken care in 2.0 of one way or another, FYI
  11. Daily Marowak Dojois here to prevent Infinite Stat abuse, and is lifted post-Graduation, this won't go for obvious reasons in Difficult and higher difficulties in 2.0 Timer is removed for most battles in 2.0, and no you aren't forced to bruteforce bosses in Alpha. Every combination in the game beats every boss in the game with at most 2 tries if you choose the right options, it has been designed this way and tested so the difficulty gameplay works smoothly. Mistakes were made, but 1.2 Alpha is close to 2.0 Hardcore so that's why it works this way Recruitment rates are made so you have 1/4000 chance to effectively get a Shiny under normal circumstances (no item or IQ skill), it isn't gonna be edited in 2.0 The Arceus face top screen isn't leaving top screen either, never heard of the Bed Save Glitch a single time in 1 year so it's weird, prolly an emulator issue I won't remove the pairing in story dungeons by the way, you play the story with your team and that's all. The problem you mention is non-existent and a level design choice for 1.2, deal with it.
  12. Thank you so much for the kind words ! The whole purpose of 2.0 is to step up the game to a point where everyone can play it without worrying about the game being too hard or lacking features I hope it will fit your tastes too !
  13. You can make a wish after you unlock Starglow Cavern, the wish is indefinitely repeatable afterwards When you are able to code new layouts by hand, you can add new layouts to the game since 4 layouts are duplicates of another one. I already tried my hand at adding one and it worked
  14. I highly recommand you to download SkyTemple and change the spawnrate from 5 to 12 if the spawning is too much for you I'm aware of that issue and that's the main reason why I'm inves so much time in 2.0: I want the game to be for everyone As for the sprites I removed the small gender differences to gain the possibility to add new sprites to the game. Since adding new entries easily wasn't possible at the time, I had to replace "useless" sprites
  15. Star Cave doesn't exist in main game, instead it's called Starglow Cavern and it's unlocked with Jirachi's challenge letter if and only if you have Guildmaster Rank Thanks for the kind words ! I am working hard to get the best out of the game so anyone can enjoy it next update with the new features, not only for the difficulty
  16. Hey ! I may try that at some point, however it's not that high in my priority list as I need to rewrite the whole layout generation process to pull that off FYI, I already tried my hand at adding a maze layout with Irdkwia's help (replicating Frag 1's maze) and I pulled that off successfully as shown down below Other kinds of layout aren't planned, changing current properties for corridors isn't something I've ever seen being tried yet, kinda curious about the uses you can make of this idea ngl
  17. Wanted to advertise people about the current public version of the game, as it was reported to me multiple times. I know the current version has some issues that may cause it to be "not for everyone" (the current difficulty is meant to be the equivalent of Expert after all). If you want it to be more enjoyable, here is what I recommand. First of all you will need SkyTemple to fix all the stuff I will be talking about. Spawn rate, under Lists, Misc. Settings: - if you are willing to play a much harder version of the game, change it from 5 to 12 - if you are willing to play a slightly harder version of the game, change it from 5 to 18 - if you are willing to play a more vanilla version of the game, change it from 5 to 24 Second part of dungeons, disarm Forced Save, under Dungeon tab, double-click on the dungeon under the group they're in and turn off the "Forced save": List of dungeons: Deep Sealed Ruin, Lower Brine Cave, Hidden Highland, Temporal Spire, Miracle Sea Depths, Spacial Rift Depths, Deep Dark Crater Just disable them all, it's inherent bad design, my bad for toggling this thing on. Boss rooms, remove timer, under Dungeon tab, double-click on the dungeon under the group they're in and change turn limit: List of dungeons: Brine Cave Pit, Old Ruins, Mystifying Forest Clearing, Crevice Cave Pit, Miracle Seabed, Aegis Cave If the value is below 250, change it to 250 (much harder version), 500 (slightly harder version), 1000 (vanilla version). Now, why am I posting that instead of updating the game just for one thing. First of all, it's been first reported after my vacations break in August, after I paused the development for 2 months, after I decided to develop a big thing instead of "just another update with 2 changes", and before I decided to write an actual changelog and to-do list. Without keeping track of my additions after the last update one year ago, I decided to release 2.0 and nothing else, not 1.2.1 or to start releasing 1.2.18 or whatever updates you may think about. There's another reason: the game has no big issues aside of the optional well hidden Lapras crash in Hidden Land (lol) and the Torkoal bug endgame. As such I don't have emergency updates to provide, so I have nothing to provide aside of new gameplay and new tweaks. The next version is still in heavy development, the to-do list is down to a small text file, and I hope you are hyped for next update !
  18. I have seen lots of misconceptions while checking some casual comments about loads of hacks, this one specifically so I wanted to answer all of that so people know what's going on: Changing Shiny Celebi's personality and making it spawnable only requires a bitflag change for it to spawn without items. People noted it months ago and fixes have been suggested but never provided. Sounds like this feature wasn't functional after all... You cannot add new slots as starters and partners. That's why Meowth and Vulpix Kanto are no longer available through normal means as Partner and replaced by Espurr and Alolan-Vulpix. The list is designed to be a certain size and not more, it would require ASM hacking to maybe edit the list on the fly. They have these items dummied because they couldn't manage to have them swapped successfully. That requires more than just adding the item to do so. And for your information the items have no effect whatsoever, it requires to edit a table in arm9.bin. Hex editing and ASM hacking as a result. This feature has not been added by him nor anyone working on this hack. It is a public patch built in SkyTemple and made by Cipnit/Jirt a year ago, and the same goes for sprite expansion and pokemon addition, they are public SkyTemple features. This one isn't a mistake. They tried to have the Zapdos treasure match him, because it replaces the Mew treasure. However they didn't manage to change the type this treasure affects because... well it requires coding and editing ASM. This will likely remain unchanged for the sole reason of them never touching code on their own. For anyone reading this post, don't hesitate to check SkyTemple to see what has actually been added by the hack creator, and what has just been "a SkyTemple public patch applied". It helps a lot for common knowledge so people don't come at other creators to say "you copied Skies features" while it's either a public feature or the opposite. Thanks !
  19. Good news posted on my Twitter @EoA_off Basically new challenges, and some other features along that No ETA, I have more important stuff to sort before this game obviously PS: shown the patch notes in my first post ! Check them out if you want !
  20. I don't plan on adding these features as you mention them, however I may have found a way of dealing with early evolution for some starters, but rebalancing the game around them will be significantly harder for sure.
  21. In 1.2, Phione is recruited in Deep Miracle Sea in even floors (1, 3, 5F) Heatran is recruited in Giant Volcano in even Floors after 30F (31, 33, 35, 37, 39F) Shaymin is recruitable in Time-Leap Garden in the second last floor (I think it's 31F ?) But in next version they no longer are available by this mean: Phione is available in Miracle Seabed once again, Heatran has his own new dungeon and Shaymin too.
  22. It's prolly gonna be a Christmas Gift or a new year release... if I'm done with all of what I'm working on
  23. You should definitely be patient ! The update is planned for fall 2021, and it's worth the wait I'd say !
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