So here we go again.
Let's talk about lag, and why we have it. In Reborn there are two things that cause it:
Maps with a lot of events
Map connections
I'll clarify what some of these terms mean specifically:
Events- Events in this context basically refers to... anything that does anything in this game. NPCs, doors, items, light effects, tiles that move or disappear such as the trees in Chrysolia, tiles that jump you over them such as in Route 2, so on and so on. A very small map is likely to have 4-5 of them. A very large or busy map may have around 200.
Maps- The map is the area you walk around on as a player. However, when we're talking about individual maps from the development end, it's not always set up in the way the player might expect. For instance, each different floor of a place like Ametrine Mountain is a separate map. However, the interior of all of the houses in Calcenon are on one single map (but big enough and spread out far enough apart that you should never see the insides of other houses from any one of them). The Wasteland is a single out-door map, but the Opal Ward is actually two separate maps linked together by...
Map Connections- Rather than using a teleport event as if you were walking through a door, map connections exist in Pokemon Essentials to seamlessly blend map files together. This helps with the classic flowing overworld-style maps that are common to Pokemon games. Incidentally, the main series games have begun doing this much less as of ORAS, which may impact how we proceed in the future.
That said, Map Connections appear to be by -far- the bigger offender in terms of causing lag. This is particularly unfortunate, because the documentation for Pokemon Essentials said the opposite- that it was more efficient to cut large maps up and use connections to reduce lag. This has proven to be the opposite of true.
However, back in Episode 9.5, and a little more since then too, I took that advice unknowingly and split up/connected a lot of maps in an effort to reduce lag. It didn't work. In fact it probably made it worse. Now, since then, I also split up the city using the classic checkpoint method, which -has- helped a bit, but now the divisions made in 9.5 are causing most of the remaining lag. We will be undoing those splits for 14.5, but this may have the side-effect (seen in 9.5/10) of reactivating old trainers in that area.
Nonetheless, here are the areas that will be afflicted:
Opal Ward
Lower Peridot
Central Obsidia
North Obsidia
Spinel Town
Although not a 9.5-born issue, I'll also be adding 'check-point' divisions between Jasper and Malchous (similar to what Chrysolia Forest now has)
That said, all of this information does not appear to be infallible, and I have some questions regarding the current state of affairs with lag around certain places, which may impact other areas that get adjusted. However, I've set up a poll to address that in this topic, so I encourage all players to let me know how the areas in question are doing.