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Everything posted by Alphadaemon
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The Screech bug is fixed on my version. As for the suggestion, changing icons is not possible. Adding an indicator for Neutralizing Gas I'm planning to, but it's low priority as the indicator would be of the same nature as one I'll add for terrains in 4.0 so I'll code this for 4.0.
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I have places where you can farm Reviver Seeds and IQ is minimal in these places. If IQ for Item Master was minimal, they would eat your reviver seeds No they are not shiny/non-shiny. They are Male/Female or variants for mons with a single gender.
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First, Ability Monitor shouldn't even be available. Second, Ultimate Items cut bag slots. If I didn't state that in the doc then that's my bad.
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Ah this! If it wasn't there in Manual mode you could brick your save because picking up items that way on anything that's not your leader either crashes your game or prevents your leader's turn from coming up ever again The true reason behind this is more of a mixed bag actually. I got reports of people pissed that any enemy picking up a Reviver Seed means the Reviver Seed is lost to the player. I also got reports that most players in previous versions were pissed that clients ate all the reviver seeds before still failing the mission. There's no opting out when a client has Item Master enabled. Allowing the player to manipulate a non-player's IQ skills can lead to quirks in case the client leaves and then you recruit someone in place of it. So I gave the player an option to opt in using Item Master or not. Having the client eat a Nectar is your opt-in. I don't think I can initialize any random client's IQ dynamically considering the complexity of setting Magnezone and Magnemite's stats already so this is the solution I came up with
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I didn't make myself clear, Ice Body activates for everyone now. As for the random weather thing, I just can't. Random doesn't exist for thie specifically and the way weather is determined follows a predetermined list of actions I cannot do anything about without breaking weather altogether...
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Finally for the long answer to this thorough feedback! For the first two gamebreaking bugs I fought my way to hopefully have a consistent fix, I can't know as the bug is contextual and inconsistent... The third one I cannot understand... In 3.0.3, I cannot even find a cutscene skip in the code, ingame I don't get the prompt either, but this skip was there in 3.0.1 at least... I don't get why there's this inconsistency between the report and the game itself, I got confirmation that some got a prompt though but idk what to think of all this Other bugs, I fixed most of those. About the Froslass floor you can explode a wall to pass through and I added a guaranteed Slip Seed on the previous floor. Picking up items with guests/escorts not working is perfectly intended, but with partner/leader there's no grounds for this happening so I'm genuinely surprised... besides passing through the item as it's not automatically picking up items if you rush them with B+direction depending on the category Special note and big thanks for your report related to "abnormal high HP regen", as it turns out Ice Body has 2 regen checks and not only one so I'll fix that! For the record I changed Ice Body so it becomes Flame Body for Frostbite, so I had to remove the Hail regen check for Ice Body. About general feedback: - Mysteriosity is more extreme than that and I will remove base spawns increase from it, but I will force more enemies to spawn over time if Mysteriosity procs this effect - Darkness is poorly coded in base game, I have removed heavy darkness floors but it keeps appearing so I applied a more extreme solution to this problem - Show enemies based on team vision is fairly hard with how base game works so I noted that down but no clue if I'm getting this done at some point - Weather ability priority ensures it working properly, unlike main series there's no definition for how speed works and reworking this system requires a lot of extra work for a niche case so I keep that in mind but just like the previous point it's not a priority - there's a main series stat hook for Zero Isle East, I plan to allow this game mode as a permanent one for 4.0 and it disables Vitamins, Gummi boosts, etc...
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The patch is meant to be applied with xDelta UI on a Clean US Rom, as stated in the OP. The tool to use is important as it ensures you don't have a messy patched game as the output. 3.1 is mostly bug fixing and QoL improvements, playing 3.0 should give you roughly the same experience! I didn't answer because it didn't really warrant an answer to me as it would have been a "fixed, fixed, irrelevant, fixed, irrelevant, fixed" kind of answer, but I noted the few relevant points and reports in your post and worked on them already. They were taken in consideration.
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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 Hardcore difficulty + Illuminate party + one-room should do the trick 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 Thanks for the thorough feedack! I will answer to this message separarely after reviewing everything in it. 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
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Hi, sorry that you encountered this bug. It has been fixed for 3.1 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
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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...
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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
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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.
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We are talking about Alpha here, you sent two screens at Drenched Bluff saying "it's unbalanced fix it" so I genuinely wonder if you even tried playing.
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Have you tried playing the game normally before trying all that? You don't seem to have...
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Then it's a classic "one's choice can't please every single minority" and unfortunately calling out for change won't do much I'm afraid. It's the first time someone doesn't give the design choice a chance so I cannot do much on that front. Also the dynamic is only different in terms of Exp, in reality the move issue is not existent and the overall dynamic is also not different in the slightest.
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Okay so, saying Mew isn't starter friendly isn't right AT ALL. When you start with 110 HP and 70 all stats at level 5, you can just basic attack until you reach the level when you learn a damaging move. Legendaries and Mythicals have a more generous stats curve at the cost of needing more Exp to level up. They also have more generous movepools so they can slap TMs on their movesets easily. Wanting the positives of picking a broken starter without the negatives isn't something I let people do and I've seen hundreds of people playing starter legendaries before in feedbacks and clearing the game's content with them so you should play the game to decide if it's as unplayable as you make it sound.
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Open SkyTemple. Difficult is Expert but much more forgiving. Expert has stat caps in story while Difficult doesn't, some rewards and items are also harder to get in Difficult, level scaling doesn't throw you off if you overlevel in Difficult too
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They are already starters with the selector. This doesn't necessitate a new starter addition.
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Disclaimer: this will very likely break the game on most saves as there are also flags related to the quest. I'm cool with giving info, I would have preferred if you contacted me before posting this, but this isn't a solution. This is a workaround that fixes one quest to break two, which isn't helping. Thanks for the report, it's a weird bug indeed.
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No missions entering them otherwise you will have the dungeon complete screen. Party issue most likely? I saw that bug but don't recall the solution to it. Opening the rom in SkyTemple and checking the IQ tab will let you see it.
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It's supposed to not change the appearance now yes. People complained about playing Zorua but not seeing Zorua so I offered this solution. Also enable cutscene skip. Ultra Beasts, just like all Gen V onwards entries, are planned for 4.0
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If you are playing on MelonDS mobile or Delta, that's normal because those two are naturally garbage all-around and thus not recommended.