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  1. (Disclaimer: This post will probably be updated as time goes on today if there's anything I missed or realize I want to add later. Or maybe not!) 1.) DO NOT MERGE YOUR V14 FOLDER WITH YOUR V13.5 FOLDER Hey there! It's finally time again! This is not the release post. This is a quick post to help make your save file transition from v13.5 to v14 is as smooth as possible. First, let's start with this: PLACES THAT ARE NOT SAFE TO SAVE/LOAD UP IN: DISCORD INTEGRATION: Rejuvenation is now officially supported on Discord! No more Poker game or Age of War or whatever it's called in your activity sidebar. GEN 9 + ZA Megas: Gen 9 is now included! This includes numerous moveset updates. I said we weren't including ZA Megas and that's somewhat true. All sprites and stones have been implemented, but only those with official abilities are actually included in game. Go nuts trying to find some of them! JOIPLAY/KIRIN: We do have builds for Joiplay, but calling it official support may be a bit of stretch. These are highly experimental builds and maintaining overarching support is something we aren't putting at a high priority right now. There ARE some issues that we already know about that CANNOT be fixed by our side. The developers of these will have to take care of them. Same goes for Kirin. THE PROLOGUE + NG+: The prologue got some big changes if you weren't aware. It has an extended story if you have a completed v14 save. NG+ Is actually quite extensive this time around. So once you're done playing v14, there's more adventures to be had if you so wish to experience them! Some of them are very... very interesting. And I reward you handsomely for taking the time to play again :). I'll leave it at that. CHAPTER PASSWORDS: V13.5 brought in a Terajuma Password that allowed you to skip directly to Terajuma. v14 Brings in a new password that skips you directly to Act 2, Chapter 9. I really wanted to get a Karma Files password ready for release, but this password is already very experimental. I expect there to be some unforeseen issues with this one. Tread carefully with this one, but it should work okay. In the future I hope to have the Karma Files password skip ready as well, but ACT 2 is so extensive that it takes a lot of time and testing. I hope you all understand! RANDOMIZER SUPPORT: Unfortunately due to all the major systems changes we've had, having this in time for release was not feasible, but we are working on support later down the line! HOW TO START CHAPTER 16: But first, I have to mention something. I know a lot of you Renegade fans are itching to jump into Renegade first. I highly, highly do not recommend that you do this. Renegade acts without regard to spoilers in Paragon. And some things in Renegade will flat out NOT MAKE SENSE without context from Paragon. I HIGHLY recommend that you play and complete Chapter 16 in Paragon FIRST.
    53 points
  2. No turning back. It all ends here. With or without you. ...But where are you? When are you? Instructions on what to do before and after loading can be found HERE. DOWNLOAD THE GAME HERE OR HERE Patch Notes (V14.0.0):
    29 points
  3. In order to view the #emotional-support channel on our community discord, users will need to have the Trusted role on the server. In order to get the trusted role, users must be verified, have less than 3 active warning points, and must read the following:
    8 points
  4. Don't report bugs to the devs if you are using mods. If you have issues with the mods use this thread to report it or contact us by Discord. The rars all come with the proper folder structure, just throw their contents into the game folder. This is a compilation of mods working for V14 ported from the one I made for 13.5. They are very modular and shouldn't break on small updates. Some didn't need changes, while others needed some small touching and some have been just made from zero due to how much the code of those parts changed or me having a better idea on how to do it. Some mods have been removed because they are superflous due to being alrady something dientical or similar in the base game. Some I may just considered that are not needed. Make requests for adding things and I may do it if I have time. You can have them all or chose the ones you want. Some of them have dependencies on three scripts that don't do anything unless you have the others. They have code that can be called from other scripts. This time I am adding some modular debug that activates the debug menu in particular places only. Far more recommended to use oly those you will use to prevent errors with the debug menu. People who contibuted to this pack besides myself (detailed credits ont he specific mod): @Jarred B Dank aka Matt. Made some of the mods of the pack. He has been the main person who collaborated with me in Discord to make the QoL Mod Compilation Pack for Rejuv 13.5 from which this verson was ported. @AsNKrysis aka AsN. Ported three of the mods available on the pack. He also has his own mod releases for 13.5, so please check them too. @Waynolt a lot of his modular pack were ported to v13.5 modpack, which was the previous version of this v14 modpack. @DemICE some of DemICE's mods have been ported or have been used as references when making new ones. @DQL Contributed mods for V14 modpack You have to drop the "patch" folder in the rar in your game's folder. Everything is already properly set there. Mod List: Rejuv V14 QoL Mod Compilation Pack Changelog: Downloads: August 12th Update (14.0.20): Rejuv V14 QoL Mod Compilation Pack Version 14.rar You can also check my ShowMoveEffectiveness Mod for V14. Old Downloads:
    7 points
  5. Returning for the second time after years of absence, we're excited to present you the Rejuvenation Character Popularity Poll! We haven't held one of these since 2019 (after V12's release), so now that Act 2 has been wrapped up, it's time to run it back. Instructions on how to vote and the rules can be found here! :) Please note there'll be spoilers for BOTH ROUTES so check the page at your own risk!
    6 points
  6. Theres no error message. I did eveything i can think of. I tried to allow firewall access, redownloaded the game, i loaded an old save file just to make sure its not a corrupter save, extracted to game in a different folder away from v13.5, etc. I can play v13.5 normally. Do you have any ideas/reason for why this is happening? Am i missing a few files?
    5 points
  7. Introducing Advanced Crests! This is my take on a modular format for adding custom crests to the game. For the modders out there, this should be fairly easy to adapt to further systems if desired. The download can be found here on my GitHub! I will not be re-explaining anything tech-y here. Feel free to submit PRs if something is Bad modders. New Crests! Partly for myself, and partly inspired by a friend running Where Love Lies, I've decided to make a bunch of crests based on it and whatever else we find interesting. At the moment I only have 4 fully planned out: Spidops Crest: Holder gains Fighting- and Dark-type STAB and resistances. Deals 30% bonus damage per Speed drop on the target, multiplicative. Scyther Crest: Holder's slicing moves are always critical hits. Donphan Crest: Holder deals 20% bonus damage and takes 12.5% reduced damage. Each time a move is used consecutively, apply these bonuses again, additive. Caps out at 300% bonus damage and 87.5% reduced damage. Snorlax Crest: Holder's Special Attack and Special Defense are swapped. Additionally, base Speed is equal to Snorlax's current percent HP, scaled from 30 to 160 (Base Speed -> Base Health). Xatu Crest: For each turn the holder is out, the holder gains a random Type resistance, indicated by color. Additionally increases stats by 15% per Totem Height I may or may not remember to update this post, but the GitHub should stay up to date lol
    4 points
  8. Some new visitors here! Welcome! I’ll cut to it: I will be releasing updates to the Rejuvenation Walkthrough for V14 incrementally. I’m thinking of respecting the main server spoiler policy and not publishing until that window is up - this will allow me time to work, catch up with month 1 patches, and allow everyone to play the game. Of course if going no-walkthrough is an issue for you please wait until then. Cheers From bigJ himself
    4 points
  9. Greetings, you probably don’t know who I am. I’m Falirion, one of the Programmers for Rejuvenation. So if I work on Rejuvenation what am I doing on Reborn’s devblog? Well since Reborn, Rejuvenation and Desolation all share our primary codebase I was asked (yes, asked, please ignore the banging on the barricaded door in the background) to talk a bit about one of the more major code reworks that have been done during 19.6’s development, the rework of the move resolution in battle, a part of the Code that was essentially rewritten from scratch. I will give the warning right now, this is going to get technical. So let’s start with the obvious first question. Why? Why fully rewrite a section of the code that was already working fine? Well, because while in the grand scheme of things it was working correctly, about 95% of cases or so, there were several existing bugs that were ultimately deeply rooted in how we actually handle the resolution of moves. We had a collection of bugs that all ultimately boil down to a certain older bug that has plagued the codebase since before I was even part of this community and probably even since the start of Reborn’s development. Our older Players may remember the so-called “spread damage bug”, a bug in which, when using a damaging move that affected multiple opponents, the second affected target would take more damage than it should, if the first affected target fainted to the attack. This was due to the double battle spread damage reduction not applying to the second target because, due to the first target fainting, the game didn’t recognize anymore that it should reduce this damage for being spread damage. Now of course this bug has been fixed for a while so why is this relevant? The fix to this bug is what a programmer colloquially refers to as “duct tape”, a more or less sloppy fix that resolves the issue but doesn’t really address the root cause, like using duct tape to try and keep your headphones from falling apart instead of replacing them. In the earlier mentioned bug collection almost all of them were a variation of this: something happened when dealing damage to target 1, and this would then affect how the move interacts on target 2 (typically the damage) when it in fact shouldn’t do this. Some examples are Moxie, Beast Boost, Soul-Heart and Water Spout or Eruption vs Rowap Berry. And the root cause is the same we were for all these years doing move resolution wrong, simple as that. The issues can be boiled down to 3 key points: Timing, Referentiality and Structure. Before explaining these, a quick aside. When explaining these I am going to refer to 2 Moves in particular Stomping Tantrum and Dragon Darts. This is because the functionality of these 2 moves taught me a fair bit about how the move execution needs to be to work correctly. And while I assume that most people reading this are familiar with Pokémon mechanics, for clarity a quick rundown: Stomping Tantrum is a damaging ground type move which doubles in power if the previous move the attacker used has failed… for most reasons, hitting protect for example does not activate this power boost. Dragon Darts in single battles is just a 2 hit attack, kinda like dragon type double hit. In double battles however this move has a quality we will call smart targeting, it will attempt to hit both opponents once each, if however the move would fail against one of the targets, it will ignore that target and instead hit the remaining target twice. So since we are now on the same page... Of the primary issues Structure is by far the most important one, but I will keep it for last so let’s start with Timing. Now, in the old move execution the general order of things isn’t inherently wrong; first check that the move doesn’t fail, then calculate and apply the damage and then handle the effects. It’s just the logical order of things. However the failure check was happening way too late, in particular for dragon darts, by the time the failure check was happening we had already determined which targets we are hitting and how often. Which is a problem for Dragon Darts because it needs to know whether it would fail or not to determine who to hit and how often in the first place. As such we had to move failure checks a lot earlier and while doing so we noticed, a lot of specific failure conditions were checking at the wrong time entirely, in fact type immunities and primal weathers were part of the damage calculation which is just wrong on so many levels. So let’s talk real quick about failure conditions, in Reborn 19.5 code they are generally in 2 places, at the start of move execution in a method called “pbTryUseMove”, which covers things like being asleep, paralyzed and other things that prevent the move from happening and as such not using PP, and “pbSuccessCheck” which covers just about all the rest just before the move would deal damage. If only it was so easy… After the rework we categorize them into 4 categories (numbered 0 to 3 because we are programmers so we start counting at 0). category 0 is “pbTryUseMove” and is largely the same as before so moving right along. category 1 is new entirely, timing wise it happens after subtracting PP, but before the activation of protean for example. This includes things like primal weathers and queenly majesty, the move is canceled in its entirety, usually irrespective of the explicit target (queenly majesty is a side effect ability, who actually has the ability is irrelevant). Only exceptions here are sucker punch and poltergeist, which directly check for the target here. category 2 and category 3 are both equivalent to “pbSuccessCheck” and are still in this method. Why are these categories separate if they are in the same place? Well I personally also call Category 3 "the group of random move specific failure conditions that exists because Pokémon code always has to be weird and wacky" but that’s a mouthful. The difference between Category 2 and 3 is that Category 2 conditions are checked before checking Accuracy while Category 3 conditions are checked afterwards. To be frank I was tempted to ignore this but there is a quirk about this that is relevant to Stomping Tantrum. Which leads us to Referentiality, an issue largely specific to Stomping Tantrum, as mentioned earlier not all failure conditions actually activate Stomping Tantrum’s power boost. Hitting into a target’s Protect (or equivalent) for example. Another group of failure conditions which don’t count for Stomping Tantrum are in fact all Category 3 failures. Any Failure condition that happens after the accuracy check will not activate the damage boost. Which brings us to the key problem, how do we even recognize why a move failed? Can we even? In the old move execution, we could not, the move failed and there was no reference as to why. Additionally in the Timing category I mentioned that we are checking move failure before determining who and how often we hit them. There is a problem with this, when we check whether a move fails against a certain target now, we are before the point where we handle anything, so we have to delay the effects and player feedback for these failures. Which means we need to know why a move failed after the check is finished. As such we are using what we call hit flags. In the above screenshot you see a bit of the failure handling, along with a lot of examples of these hit flags. They are kept for each target the move targets and make note of what happens to the move against that target. For Stomping Tantrum’s case we can check against these hit flags and make the effect not activate if any of the ones that shouldn’t trigger it are included. So lastly Structure. The primary problem was that when handling moves damaging multiple targets, we were handling targets sequentially, which is to say one after the other. We were checking failure conditions, calculating damage, applying damage, applying effects and so on for one target fully before moving on to the next. Which is the root cause for most of the bugs I mentioned at the start. So if that is wrong what is actually correct? The targets in canon are handled in parallel so we first check for move failure for all targets before then handling those failures for all relevant targets, before calculating damage on all targets, before applying… you get the idea. This approach prevents what happens to the first target affecting what happens to the second, because the damage you are dealing to the second target has already been calculated. This also lets us remove the Duct tape fixes and have overall cleaner code. So how do we actually know that canon works this way? Dragon Darts is a big hint. Not only do we need to know whether the move fails against all targets before calculating damage, we can also tell that failure checking works similarly in parallel based on how Dragon Darts acts when it fails against both targets. When Dragon Darts fails against both targets the player will only receive the feedback for one of those targets, the other target being ignored entirely. The feedback received relates to the target whose failure condition has the least priority when checking failure conditions Let’s look at the reworked pbSuccessCheck real quick. What we see here is that first it creates an Array of hit flags, one hit flag for every target the move targets. Initially the hit flag is on “:Success”, indicating a move that connects with the target. Then it checks each possible failure condition, in order for all targets before checking the next one, in order on this screenshot, whether the target is hidden via the effect of the ability Commander (gen 9 ability jumpscare!), whether the target is in a semi-invulnerability turn (like Fly or Phantom Force), whether a priority move is blocked by psychic terrain and whether the move is blocked by Wide Guard. Between each of these it runs a method called “successCheckFinished?” which ends the check when it detects that the move would fail against all targets at this point and also does some filtering for Dragon Darts to remove the first target that failed. The point here is that the failure condition check also runs in parallel and has a very specific order it checks these conditions for and this order matters. Structure was also significant in a different way, fixing this required a ton of work. Depicted here is the method "pbEffect" as it is in 19.5 Reborn the primary method of move handling, each move with an effect subclasses (overwrite it with their own modified version which can still call into this higher level version of the method) this method. The issue is this method bundles together, everything; damage calculation, damage application, move animation, move effects, literally everything. And to make the previously mentioned fixes to the structure we had to untangle this method, separate the components so we can do each step separately for all targets instead of doing it all for one target. Which due to the subclassing meant, we had to rewrite every single move, all the several hundred moves that exist in the game, we had to fully rewrite in a new structure. I have to give a shoutout to the Community Cooperation Initiative, modders that signed up to work directly on the codebase without being part of the dev teams, maybe even canonize their mods and such things. Without the help of all of them, rewriting all these moves in the new structure would have taken much longer than it did. Thank you for your help in this and everything else since. Now there is more I could talk about here, but I have probably already been rambling way too much. As a TLDR: we rewrote the entirety of the move execution because the rebornian games had some key things wrong here for several years if not more than a decade, which allowed us to fix some long standing bugs which were not fixable otherwise. So why should you, the player, care? Under the hood it changed completely but for gameplay it remained essentially the same except we fixed some bugs, right? Essentially yes, but all this also allowed us to streamline things, for example this: Nice, right? enu asked me to ensure when rewriting the move execution that we can implement simultaneous damage dealing and health bar movement. Doesn’t just look nice but also speeds up move execution a fair bit. Uhh… looks like the door barricade isn’t gonna hold much longer, so I gotta bounce, hope you found this interesting, I know I can get way too much into details, so excuse the long explanation. Have a nice day! Sounds of a door breaking open You will never take me alive!
    4 points
  10. I posted this on Reddit a few months ago, but I thought I'd share it here as well. I've managed to find all versions of Rejuv and saved all of them to my own Google Drive to make sure they're archived. Thought some of you here might be interested in trying out old Rejuv and see how far the game has evolved. 1. https://drive.google.com/file/d/1FtbfenFuUL_ff-E3nAZ4Ceexbgm6bGGR/view?usp=sharing 2. https://drive.google.com/file/d/1wYLzGvjXk4gmNmwxk6aB66SdGbo375Et/view?usp=sharing 3. https://drive.google.com/file/d/1LDiW3cuhuPjcdkfJkXIdr4sHdm5f-heL/view?usp=sharing - (Credit goes to MoonPaw for digging this one up) 4. https://drive.google.com/file/d/19boRjZ0_PbRzL_pQS8Fwk8p0x44x6SqI/view?usp=sharing 5. https://drive.google.com/file/d/1HBdGbwg5IxOAsKT-OWwI-1j-IEn7IYxW/view?usp=sharing 6. https://drive.google.com/file/d/1S3x9ktKr3SR16byDlPK28ufHODo3Bjrd/view?usp=sharing 7. https://drive.google.com/file/d/1g9FmMfiXSaG3mPEk2H8089LU4Ln1kjUl/view?usp=sharing 8. https://drive.google.com/file/d/1r9HDCZEigPNfrFonGcsO_ZQBEy74a_Kt/view?usp=sharing 9. https://drive.google.com/file/d/13KYoKIvlTJFOMzm2mo-0GI_vOci-xIOg/view?usp=sharing 10. https://drive.google.com/file/d/1arnJn5IaIQXLAZ0WTQdepmiEG4MJfY5X/view?usp=sharing 11. https://drive.google.com/file/d/1pOwQQUUgjRFmvWow5DJbleAfz1FTn23s/view?usp=sharing 12. https://drive.google.com/file/d/1lfUV-qajIEYrNqN-tMNjZ6MrHjkg5a7o/view?usp=drive_link 13. https://drive.google.com/file/d/1O7f89eOvRHPoeZ2HjzuEIz4GRIWz2nTl/view?usp=sharing 13.5. https://drive.google.com/file/d/1SyWyQ7WCaIZX_PgUTMPHr3Sy_-JgVc-w/view?usp=sharing (patched to 13.5.7)
    4 points
  11. [Mod] Nero Learn Menu – Advanced Move Relearner Integration Overview: This mod significantly upgrades the default Move Relearner system by making it more powerful, flexible, and user-friendly. It introduces a new “Learn Moves” option directly in the party screen and tracks a wide range of move types beyond just level-up moves. --- Features: New: Added menu for Includes relearnable moves from multiple sources: Level-up moves up to the current level. Starter / first moves. Egg moves (learned or compatible). 3 versions of learnpatch for Pokemon Reborn: [NEW] TM WITH ALLGEN MOD COMPATIBLE GEN1-9 TMS nero_learnpatch.rb [VANILLA REBORN] TM Moves will also show. nero_learnpatch.rb [TUTOR MOVES ONLY] nero_learnpatch.rb Rejuvenation Update: [POKEMON REJUVENATION COMPATIBLE] nero_learnpatch.rb If either is missing, nero_learnpatch.rb will crash the game with a clear error message, prompting you to install the missing file(s). --- Installation: 1. Drop nero_learnmenu.rb, nero_learnpatch.rb, and nero_util.rb into your Patch/Mods folder. Pokemon Reborn : THE EDIT STATS VERSION OF THE MENU FOR REBORN IS IN THE COMMENTS BELOW!! nero_learnmenu.rb nero_util.rb Pokemon Rejuvenation : Relearn only: nero_learnmenu.rb EDIT STATS Version : nero_learnmenu.rb nero_util.rb 2. Launch the game — no additional configuration required. --- Check out my other mods:
    3 points
  12. It's both for new and some that just had placement or requirement changes.
    3 points
  13. Yes, I am working on a V14 version, and I think I should have it soon. It will be on a separate post to keep this for 13.5
    3 points
  14. New download. The old updater has been discarded. Now, the updater itself has been integrated into the actual game, so that there's no confusion as to whether a patch has dropped or not.
    3 points
  15. https://docs.google.com/document/d/1QMk1M_4W-CoOn_69vWH5kljjyiX4j6AHauW_UlmS_6o/preview?pru=AAABn5pwCHM*A_qCcHCf3n3pNcbf_XRkIQ&tab=t.f95paryw1wly This is the google doc with all documented changes and additions
    2 points
  16. Reuploaded: -new custom shiny Crawdaunt made by me -Dylan's Crawdaunt is now shiny -Apple Acid updated to 90 power -changed Poke Ball in Sushi's Trainer sprite to Dream Ball -changed Poke Ball in Belinda's Trainer sprite to Dusk Ball
    2 points
  17. Version 9: Added Z.1.3.7.Cheat_PC_AddGemPack, Z.3.2.Cheat_PC_Get100000RedEssence, and Z.6.0.Cheat_PC_GimmighoulCoinFarm.
    2 points
  18. One of my favorite Aevian forms juuuuust before V14 releases!!! First time watercoloring a Pokemon and this was tough hehehe
    2 points
  19. My only deepest hope is for Monotype Passwords like in Reborn. It’s all I’ve been waiting for for years
    2 points
  20. > very, very interesting Why did you phrase it like that, Jan, did you put WD Gaster in NG+
    2 points
  21. Hey friends! It's been a minute since anything has been posted on the dev blog proper, but I've got something to share. Today I received an email containing a video and a photo of the contents of an envelope had been sent to me. I can't seem to embed the video itself, so I'll have to describe what's going on with that. It's rather interesting though—it was a doorbell video. Weirdly enough, the person recorded on it seems to be... The SPU Delivery Guy? Y'know, the one who delivered those packages from the Puppet Master way back. He's talking to someone inaudible off-camera, but more importantly, what is he doing here? Hang on, let me transcribe it for you... "Yo! Is anybody home? I've got a rush delivery for P̸͡L̸AY̴͢E̢͘R̷̸! ...Oh, they're not home again? Man, I always seem to miss them whenever they've got a package to receive huh? Sure, it's been a while since I've last been here, but it's kind of a weird coincidence that they're never around whenever I am. Kind of a shame too, as I probably won't see be able to meet them for real in the future. Either way, there's an envelope that's addressed to them, so if you would be so kind to hand it to them when you next see 'em, that'd be fantastic. ...What? What do I mean I won't be able to meet them? Well, I'm leaving the city, actually. This is my last day at work y'see, and I'm leavin' for greener pastures in two days. My boss didn't want to extend the duration of my contract, and I decided enough is enough. Too much freaky stuff happening 'round these parts anyways, what with the freak accidents at Axis High 'n all... I don't want any part in it, so I'm headin' to Galar. I've found some work there instead. ...Yeah, thanks man. I'll do my best out there. You take care, too. You better stay safe out there." ...And that's it. The second thing that was included in the email is the package itself—the envelope that the guy delivered. Inside the envelope was... Tickets for a farewell concert for Risa Raider...? But... That shouldn't be possible. As we all know, she's... ... Oh, the mail that contained the video and photo had a bit to say about the ticket. "The tickets seem legit, but there's something off about them. When you hold one up, it looks as if the image of Risa on the front of the card glitches out ever so slightly, as if she's opening her eyes to smile at you. I'm not sure if I hallucinated it or if it's real, but the tickets give me the creeps." Finally, the email described a date was listed on the back of the ticket. July 13th. Strangely enough, there was no venue location included... But instead, it lists that a promotional video for the concert shall be released that day. Perhaps the place where the concert will be held will be announced in that video? Something shifty is going on with this whole thing, that's for sure. Perhaps it's best that we keep an eye on the situation for now. We'll keep you posted! o7
    2 points
  22. New Update: Version 14 Fixed Encounter UI (broke on some circumsmtances since v14.0.19) by DQL. Now has a Current possible togeable feature showing only what you can get at the moment.
    1 point
  23. Hi This is just a simple mod for rejuvenation v14 that will restore your Pokemon's HELD ITEMS in the end of any battles. To install just drop the file in patch/mods, if there's no mods inside the patch folder just create a folder and name it "mods" ItemRestore.rb Also try my other mods
    1 point
  24. Oh sorry for not answering earlier , I didn't go on the forum for a while and I missed your reply. It's still nice to see someone interested in discussing balance changes for the weaker pokemon. A game that does that very well is Pokemon Tektonik imo, if you wanted to try it. It requires an open mind but is quite balanced and fun, I think. Here is the link to its pokedex if you just want to enjoy the read: https://tectonic.alphakretin.com/pokedex
    1 point
  25. Added @MDM1 Beans's version described, you will get the tm/tutor moves show if you have it or bought it. Fix bug for nero util
    1 point
  26. Hi! I found a lot of your changes interesting and fun and even if the mod doesnt manifest for v14 I enjoyed looking through all the changes you made. Unfortunately Im brand new to Rejuvenation and modding pokemon games at large so there would have to be a whole learning process (not that Im not interested) before I could compile the data for myself. So I wouldnt be able to make use of those changes for a while. Despite that Im still very interested in this mod!
    1 point
  27. Does anyone know the locations of the six giants in Mt Ruin? So far I've beaten: Charizards Tyranitar Coalossal Duraludon Scizor I don't know if there's just an area I haven't searched yet but I can't find the sixth.
    1 point
  28. The shiny is less the archetype and more Arceus itself, but yes, I'm happy the game's involving one of my favorite mons in the lore
    1 point
  29. Thanks. I am way past it already, but I thought mentioning it anyway would be good o-o
    1 point
  30. I'm running into a game-breaking crash in version 14.0.8 and wanted to see if there's a known workaround for this specific trigger. Whenever I try to load my current save file, the game crashes immediately during the loading screen with this error: Exception: NoMethodError Message: undefined method 'maxBoxes' for nil:NilClass this happen when i'm playing as melia in the pearl route
    1 point
  31. Interesting, if I find how it works I may transform that script into something that early unlocks instead. I like the Shared Box, but the mod had been the most instable since always. Someone in Discord published this. That is probably the fastes simplest way. You should ask Wylnolt to make it work for V14. I have no idea how that mod works, and it is even laberled experimental.
    1 point
  32. Pokemon Rejuvenation (Warning)!! The New Renegade Route v14 Get My Save file from Below or click link shared from Google drive: Game.rxdata
    1 point
  33. the updater won't be able to update from v13.5 to v14 you have to download the game from this site again when it releases but when you open it you will still find your progress and can keep going in your playthrought
    1 point
  34. its unfortunate I cant play this day one, I'm going to North Bay to spend time with family. Day 2 works tho
    1 point
  35. i'm so excited to replay the game again!! my thanks to all of the dev team for the hard work
    1 point
  36. forgot his birthday sorry Ryland you will be my favorite rejuv character forever and ever
    1 point
  37. Very cool and informative post! Completely agree with the point about trees not aligned fully to the grid looking nicer, it feels more natural in a way. It's really little things like these which really elevate the gen 3 while keeping the familiar. Reading through the post and not realising the transition of the wildwoods until you mentioned that at which point I quickly scrolled up and went "ohhhh yeah that DOES change environments". Love the soft look of the new tilesets, they're very warm and cozy. Thank you for the meal, it was scrumptious :D
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  38. Note: the green parts are new additions due to E19. Also E19 Spoilers! Recently i was doing the remaining Reborn sidequest, to prepare myself for E19. After making all the donations at the Grand Hall, i started talking with the NPC at the GH counter, until names the Orre-Reborn railnet project. As a soon as i saw it I immediately looked for informations about it, and then i remembered about that: The guy in the lost railcave was tryng to reach Orre. This means that east-Reborn borders with Orre. Soon after i decided to make this: a map of the Reborn-Orre borders. Then i started to make an Reborn-Orre map all with the same style of the Reborn's one(this one is still work in progress, probably forever) Other references to Reborn border with Orre being the one i showed are in the Postgame Then i said to myself: "Why not do a similiar thing with Pokemon Rejuvenation?" And so i made this: Aevium is several times stated to be close to Kalos, and in the new chapter there is an NPC who say that Aevium is close to Galar. Aevium-Reborn geographical relations For this one i will take in exam just Rejuv, considering that just this one as references to the other. Reborn-Rejuvenation timeline When is Pokemon Reborn set? A question i made my self from the first time i played Reborn is "where is Reborn in the Pokemon timeline?". From what i remember, in game we have just two "time reference" to the canons Pokemon games: Shelly. We know that she is Bugsy's little sister. Considering that Bugsy was probably 10 in HG/SS and that Shelly is 12 in Reborn, we can conclude that Reborn is set atleast 3 years after the HG/SS and D/P/Pt events and 6 after the FR/GL and R/S/E one. Type: Null sidequest. In the 7th street there are a group of scientists(probably are part of Team Meteor, because, if i'm not mistaken, we see Bennet leave the lab) working on the Type: Null project. This can only mean two things: 1) Someone leaked/sold Type: Null project informations to Team Meteor (8/15 years after Gen I events) 2) Team Meteor take informations of the Type: Null project after Gladion and the MC free them all, similiar to what Macro Cosmos did (11/15 years after the gen I events) I would exclude that Reborn is set 8/10 years after Gen I because Type: Null "evolution" is already called Silvally, and the name was given to him by Gladion. Now the field is restricted to 11/15. We also have this tumblr where a guy asks Ame where Reborn fits in canon timeline. And Ame replies so: She don't want to give us a more precise info, and this sucks, but she made the game and so she makes the rules. Anyway this still a really usefull information. As the anon said, XD takes place 2 years after HGSS/DPPt and consequently 5 years after Gen I/III. Doing some quick calculation we can say that Reborn is set around 13/15 years after Gen I/III. This also sorta confirm the fact that Shelly was already born during HGSS, confirming my previous affermation. I'll place Reborn 14 years after Gen I/III because it's the average between 13 and 15. 15 years after Gen I/III for 2 reasons: Being 15 a multiple of 5 is easyer to do the math. I will explain this in the part concerning Rejuv. Pokemon Rejuvenation If we take the Rejuv Type: Null sidequest as a reference, we can say that Rejuvenation is set 10/11 years after the SM/USUM events. I say this because we find the Type: Null ball under the Wispy Tower, and the Wispy Tower has been destroyed 10 years before the Rejuv events. We can also exclude the hypotesys of a leak antecedent to SM/USUM events, because Matthew explicitly says that the various Type: Null copies have been created after the SM/USUM events. In chapter 15 main story we have also a time reference to Reborn: So, second chaper 15, Rejuvenation takes place 7 years circa after the events of Reborn, which is set around 14 years after Gen I/III. So we can say that Rejuvenation takes place 21 years after the Gen I/III. In Reborn E19 is confirmed that Rejuv takes place 5 years after Reborn. Timeline If you note that i forgot/misunderstand/mistook something, please tell me in the comments. 20.000 years ago A meteorite containing Eternatus fell in Galar The first Claydoll was brought to life from a clay doll 10.000 years ago At some point, after the Iron Age, the Regis are sealed in various zone after years of human worshipping. 3.000 years ago (before Kalos war) The original Deity has been splitted in 3 parts by a meteorite. The one transported by the meteor end in a "far away region", the other two fell in Aevium. One of this two parts became the Archetype. (Rejuvenation) A meteorite hit Reborn. From that meteor Arceus came out. (maybe also Giratina) The Darkest Day happened in Galar. Between meteor event and the Kalos war Rejuvenation Reborn Giratina caused chaos in Reborn region(maybe also Orre) A warrior(probably a Solaris ancestor) defeated Giratina Mirage Tower is built This one is just a theory/headcanon i wanted to share. If you want you can skip this. 3.000 years ago Kalos war start Kalos war end thaks to the Ultimate Weapon built by AZ 2.500 years ago The Relic Castle is built. 2.000 years ago Hoenn is plagued by a meteor shower. During this meteor shower Groudon and Kyogre fought each other in their primal forms. Rayquaza calmed them. 2.000/1500 years ago The earliest known system for writing is developed and used at the Ruins of Alph, Tanoby Ruins, and Solaceon Ruins. Archaeologists are currently unsure whether the nearly identical Unown preceded or succeeded the writing system, but it is assumed they share some sort of connection. 1.000 years ago A thousand years after the events at Meteor Falls, a meteor struck Hoenn, creating Sootopolis City. Groudon and Kyogre reawakened to fight over the wellspring of primal energy which came from it. The people of Hoenn wished on Rayquaza to save them, and using the meteor, Rayquaza performed the world's first Mega Evolution and calmed the two. Sky Pillar was built in Rayquaza's honour, and the Draconid people promised to pass down the prophecy that in 1,000 years the meteor would return - causing the events of the Delta Episode. 800 years ago Xerneas released life energy throughout the Kalos region and fled to a forest, where it went to sleep in the form of a tree. Yveltal absorbed life energy throughout the Kalos region and fled to the mountains, where it went to sleep in the form of a cocoon. 100 years ago circa Aevium has been discovered. 45 years before Gen I Elgyem is seen for the first time when it appeared from far in the desert. 40 years before Gen I Lunatone is seen for the first time in a crater. 40 years before Gen I circa Elias (El) is born 30 years before Gen I circa Rejuvenation Solaris is born Reborn 26/25 years before Gen I Anastasia is born Sandra is born Narcissa is born Maria is born(?) 23 years before Gen I Keta is born 23 years before Gen I Rejuvenation 21 years before Gen I Kreiss is born El meets Solaris 20 years before Gen I An NPC describes Reborn City as a big and beautyfull city, similiar to Hyoshi City. Storm-9 20/15 years before Gen I Around this period Solaris's parents are killed by a thief. Around this period (after Solaris's parents death) Reborn's Legue is founded. The temple at the top of Charous Mountain is replaced by the Pokemon League. 14 years before Gen I N is born Around this period Monty Belrose became the dragon gym leader of Labradorra. Caroline, fire gym leader of Calcenon, try to beat him in a battle for about a month. At the end she beat him. The two end up together, and after a couple of years they get married. 10 years before Gen I circa Saphira is born. 5 years before Gen I WLL starts 3 years before Gen I Laura is born. Reborn: 2 years before Gen I Reborn postgame 1 years before Gen I Charlotte is born. Year 0 Emerald/ORAS and FRLG events Mewtwo has been created Year 1 Noel and Anna are born Reborn Year 2 Pokemon Colosseum events Year 3 HGSS events Platinum events (Are Sinnoh games canon in Reborn and Rejuv?) Shelly is born Saki, Amber and Veronica(Venam) are born. Reborn Year 4 Start the Decline of Reborn City Adrienn get lost in Citae Astrae Reborn Year 5 Pokemon XD events Belrose Mansion fire Year 6 BW events Reborn Solaris gave the Emerald key to El and the next morning he aquires the sight(?) Year 8 B2W2 and XY events Grand Dream City opening(?) Year 10 SM/USUM events Second part of WLL Wispy Tower and Gearen City fire Neo Team Xen foundation(?) Rejuvenation Year 12/13 Celine is attacked by Madame X Reborn Year 15 Reborn events. The main game probably takes place over 3 months. Start Reborn Postgame. It probably takes place in approxametely 1/2 weeks. Reborn Rejuvenation Some times after the postgame, Celine go to Reborn for take information about its league. Beetween Reborn and Rejuvenation Year 20 Rejuvenations events. They probably starts around February. After more than 2 month starts the Terajuma Arc (around May/early June), that lasts about a month(June/August). Start the GDC Arc and the Bladestar Arc. The latter end in the firsts of November. Rejuvenation alt timeline: Around this period Adrienn is called to Aevium for restore East Gearen City. He goes with Aya. Venam is missing from her position, so Aya temporally replaces her. Chapter 15 spoilers Year 22 Reborn Ending: Year 25 Reborn Ending: Thanks for reading and sorry if i made some grammar mistake. Remember, if you see some error, tell me!
    1 point
  39. - Where Love Lies Overhaul v0.4.2 - Alpha 1 - A mod to update the maps of "Rejuvenation - Where Love Lies" to match the current version of Rejuvenation (V13.5) and to fix some bugs and issues. Currently, the mod contains the content for all chapters and both the normal and true ending are possible. In total, 55+ Maps were remade and a some more (slightly) edited. For a more detailed Changelog, see the GitHub page. *Disclaimer* Even though I completed the mod multiple times, there might still be some issues/bugs. This was after all my first time working with RPG Maker. If you find any bugs, please report them on GitHub. This can also include spelling mistakes, visual glitches, walking into walls and so on. Download: GitHub Mega: WLL Overhaul Rejuvenation Integration Installation: Download & unpack Where Love Lies Copy the content of "WLL Overhaul.zip" into the same folder & allow the files to be overwritten (Optional) Copy the content of "Rejuvenation Integration.zip" into your Rejuvenation v13.5 folder & allow the files to be overwritten Simply start the game Rejuvenation Integration: True Ending Guide:
    1 point
  40. Dang, I've been into Evillious Chronicles for a good while yet couldn't make that connection out between the two Allens. Props to you for noticing it first~
    1 point
  41. Happy Birthday , i hope that you will have a great day
    1 point
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