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Everything posted by Alphadaemon
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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.
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I FINALLY had some time to write hotfixes for the current update. They take the form of cheat codes and are meant to address the two reported issues I've had the most and that are fixable through that mean. Illusion no longer transforms ally appearance into Kecleon Starter evolution fix. ENABLE ONLY IF NEEDED (changes Mk.I evo item for Sky Gift, changes Mk.II evo item for Dream Shard)
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Ngl you should try to play normally first, it's a good start. You already have resources to keep inventory like... soft-resetting then retrying when you fail lol I throw a bone because there are complaints but at this point it's getting sidetracked over a problem you're posing to yourself
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I won't do that. It's the player's choice to push to the stat cap, in an attempt to break the game most of the time as you don't reach it naturally. The docs state about stat caps and there are easy ways to farm IQ without farming stats. Also causes several issues with Exp share and blocking the player's progression to name a few inconveniences. Level impacts damage dealt so this is still progression.
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Passwords are meant to be either something people discover or something I give once an update drops. This one is the first case as it's something that kind of breaks the original experience so it should remain hidden until someone really commits to find it (which, again, isn't hard to find since it can easily be found in the options menu). Also idk which difficulty you are playing on but you have to know Quicksand Cave's boss and Groudon sets are toned down in Expert 3.1 because they were too good at this point of the game haha Expert and above difficulty have stat caps before Darkrai
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Difficulty was designed with Manual mode in mind and thoroughly tested to use it in all difficulties. It's designed as a "you should learn how to play the game more carefully and how to use game mechanics to your advantage". I know Cubone leader has already cleared HC and same goes for Ralts leader and partner without any form of save abuse so it's definitely doable. As for the keep inventory password, it's not something that's all that necessary to give. It can be found fairly easily if you look into the menus too. Groudon boss fight: just like all the boss fights, it has been tested to be doable with no items in Hardcore. It's a game of positions and it won't Precipice Blades unless it sees a target at Line of Sight. Also it takes place at a level you can get access to setup moves like Bulk Up, Cosmic Power, Calm Mind, Swords Dance, etc. It's more a game of preparation and less a game of bruteforcing your way.