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  1. Seems like my last post was done sometime in... July? What? Time goes by SO quickly. Anyway, I just wanted to crawl out my grave and actually show that yes, I'm doing science and I'm still alive. Before I continue, I did upload a bit of a preview back in November! You can view that here if you missed it: So, besides that, what's going on in the rejuv world? It's been a year! You said this time it wouldn't take as long! Well, I was wrong as usual. Life comes at you fast. To the people who thought the game would drop the february after v13.5 dropped... Uh, no. This game takes time and I will take my time. I still plan on being 60 and playing Pokemon and that's just a fact we're all going to have to live with. That being said, update! Where am I now? Well, Paragon is in its final stages! (Besides one big thing but that's something i need to work on over time, even during Renegade's development.) I'm in the final new area and I'm working on finishin up the story. One event takes me a day. Maybe more sometimes. I wanted Paragon to be done by the New Year, but I always forget that December is my suffering month (aka holidays), so that never gets done. And then I remember January is my annual I'm so fucking burned out from life month. So progress has been a bit slow now, too. But then February rolls around and I'm like hold on I'm a beast? Also, I know I'm going to be asked this. Q: "Will you release Paragon once it's finished, or will you release that when Renegade is finished?" A: I will not release Paragon once it's finished. Paragon and Renegade are meant to coexist together. Even if it means I hold onto a finished Paragon for a year, it is what I've decided. ty. And yes, I did say Renegade probably won't take as long, and that's PROBABLY still true but please don't hold that as a promise. Nothing is a promise. Except for the things I'm going to promise right now. Gearen Laboratory I didn't expect the lab changing to look more sleek was going to be such a contentious topic. Though, I am willing to give some context on the decision. Whether or not you like it is up to you. (Spoilers for v13 story. I can never remember the chapter number/plot correlation.) During the expo drop, it was revealed that Celine went to Reborn City to learn more about their league process and how it was done. Inspired by the way the league is run in that region, she chose to emulate that process and as such, the Gearen Lab (The PUBLIC league HQ) was meant to look more like the Grand Hall. But that in of itself isn't the main issue. People found problems with the way you get your starter. Calling it boring and less exciting than previous versions. I do agree. However, the intent was to streamline the first few moments so that you get your starter as fast as possible. And as of this moment, I'm still quite happy with that. There was another reason for this change, though. Gen 9 was coming out and I knew I wanted to include it. Which means more events taking up space in the mini biomes. tl:dr i was running out of space and expanding the biomes took a lot more technical work than expected and thus just defaulted to tables i could just perma extend. Regardless, I understand that the more personal way of obtaining your starter is important to some people. Especially those who like to create OC's. I hear you, and I understand you. Which is why I plan on creating two versions of this experience! Express Version: Is exactly how it is now in game. You go up to the table and adopt your gerbil. Standard Version: Amanda will take you downstairs into an enlarged biome where you can walk around and find your starter and pick it. Older rejuv versions did have this. But it was removed due to the maps being ugly lol. Now, this is not promised for v14. I would much rather work on new content than spend energy working on this rn. However! I am promising that this will come eventually. It may even come in v14 if I finish things up early! Or who knows, I may gain inspiration randomly during a testing period or whatever and knock it out in a day. These things happen. I have ADHD. It is what it is. Prologue Intro: Everyone knows the intro with lil Maria walking around her house and then somehow finds herself in some horror game! Well, the quality of the intro has been bugging me for several years now. When I take a break from a release, I usually do something fun to unwind and shake off the rust. This cycle, I finally went back and used my current skills to update the intro. Yes, with the Pangoro story still present, if not a bit changed. Old intro: New Intro: (These gifs/images are a quite a bit old as I've shown these off on my patreon like a year ago, but theyre still like 99% relevant minus some polish and detail.) There's also a few new secrets to be found in the intro, so you definitely want to keep an eye out for those :). And also no it is not necessary to play the entire damn game again just for the intro. It's neat! but not necessary. Uhhh, what else do I got to say? I guess I can dump some stuff I posted on my discord? There's not much this time around. but ye. Yeah, that was kind of a bad showcase, rip. Everything is very hush-hush. under wraps. CIA. FBI. Uhhh idk 9/11... never forgetti spaghetti whatever. idc. I do care, but also I'll leave you with one thing. A word to have you prepare a lil better. But. [Image ID: Image of a mysterious room with a Zygarde statue at the very back of it."] You better start collecting those cells.
    55 points
  2. I am loving this, great graphical improvements, new content and expansion on existing content, what's not to love about this dev blog~
    6 points
  3. This is amazing! I can't wait for V14!
    5 points
  4. wait what? People already have problem with how you were picking your starter? I thought that was norm in general, but oh well. On other hand, picking your starters in such area is actaully cool idea that I fw. also that sus zygarde photo tho
    5 points
  5. Ight time to micro analysis this.
    5 points
  6. Twas’ the weekend before Christmas, when all through the woods, not a soul was chirping, not even a mushroom… wait no that’s not how it goes. Happy Holidays folks! Posty here with your monthly dose regarding all things Desolation, so what has happened since last time? First things first, thank you to everyone who swung by to watch the Public Development Stream! It was a lot of fun interacting with a bunch of you, and I hope you all enjoyed it as well. For those who missed out, the VOD for the stream is up on my twitch channel which you can find here! For the stream, I was mapping an area that is found just shy of Astraciel Town, Astraciel Wildwood! So how is it looking? Well, take a look for yourselves. If you’re a fan of pretty colours, and mushrooms, then this is the place to be. Astraciel Wildwood will not be fully unlocked in EP7, however you can still spend some time here exploring and just, vibe y'know? I am looking to stream more again in the New Year (shameless twitch plug), which will mainly not be Deso related, but feel free to pop by and say hi if you’re interested! Would be a good space to answer any questions you all have… (unless I’m in the middle of a Dota match, then you may have to wait until after that’s finished). Secondly, it’s been about a month since we introduced our new team members into the fray, and development as a whole has definitely picked up a good amount! Progress is being made and with some new creative heads at the table, I am happy with how things are going, but what does that mean moving forward? Let’s have a quick little end of Year Q&A shall we. Will you do more Public Development Streams in the future? I would absolutely love to! A lot of the stuff we are currently working on is extreme spoiler territory, so I will need to have a think and look into what we could do, but this will be quite a bit down the line. How is development going for Desolation? Considering how the first half of the year went, the second half has been far more productive as we sat down and discussed how we wanted to progress with the story. When you’re creating your own story, it’s very easy to decide how you want to go about specific elements that lead into a final outcome, but when you’re taking someone else’s story in which you don’t have every single detail to go off, it can be a lot more challenging. This is a hurdle that we as a team have been actively discussing and getting over, and we are hopeful that the end product will showcase that hard work to its fullest. When will EP7 release? As it is coming up to nearly 2 years (how) since we released EP6, if our circumstances were not as they are right now then we would have hoped EP7 to already be in your hands. But as we went on a hiatus due to Caz’ absence and then spending a good amount of time getting back into the groove of development, EP7 release is still a good bit into the future. As of right now, I do not wish to get people’s hopes up and give an estimated time when it will drop. I would love to get it out sometime near the end of next year, but for the time being, we are working hard and it will come when it’s ready! What is a fun fact you can share with us? Omens loves birds. … I wanted to end off this development blog with just an overall thank you to the community for the massive amount of support this year. Our current situation has not been ideal in the slightest, and there have been points throughout the year that I have been frustrated at how things were and feeling unable to do much about it. But the amount of love and support people have given us towards Desolation is a consistent reminder about why myself and the rest of the team are developing the game to begin with. So again, thank you for sticking with us and being patient, we have big things in the pipeline and I can’t wait to showcase more next year. I hope all of you have a wonderful Christmas and are able to spend time with those important to you during the holiday season. And a Happy New Year, from us here on the Desolation Team! And with that, I will see you all next time, have a good one. Posty
    5 points
  7. 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:
    3 points
  8. Title says it all, this is everything I could write down from essentially the start of time up until the game itself begins. I have completed 13.5 Paragon Route and Renegade Route. If you find yourself taking the time to read this and happen find something is wrong, please let me know! Needless to say, BIG BIG HUGE SPOILERS, and also some speculation. 1. The Old Earth: 2. The Aftermath of the "Garufa": 3. The Era of Kings and Queens: 4. The Miera Era: 5. Pre-Calamity Aevium: 5. Marble Mansion Time-Warp 6. Post-Calamity 7. Leading up to the Present: ............................................................................................................................................... What about the house??? The only thing I really can't piece together is the setting that everything actually happens in. It makes sense for the majority of the Indriad-Maria story to happen in the Marble Mansion, which is what I was rolling with for this post. It is this mansion that we physically see Anathea with Indriad and the four children, as well as Anathea and Indriad with only Maria, and Indriad and Marianette. The problem is: what is the house we see in the prologue? Where does this fit? In the prologue, we see Indriad actually sacrifice Anathea, a diverging story from her being killed by the cops and Gardevoir. We also know the house exists and is not simply some kind of dream because we can find the house in the desert. The house can't be strictly a replacement for the marble mansion, because the mansion itself still exists when Nymiera and gang try to beat Indriad. This is speculative, but in the prologue at the house, Indriad calls Maria "Marian--", implying that this whole scenario is a rouse. I think that this house was used to break down Maria's psyche over and over again before Indriad sacrifices her for the calamity. In this case, the person who seems to be Anathea would probably just be a dressed up maid. This would explain why Madame X asks someone "how many times are you going to make this girl suffer?" assuming that someone is Indriad. There is also the issue of Crescent bringing us to the house when she saves the interceptor. Later in the story, Crescent reveals that the house was in Seafore Edge and that she and the former friend would often go there to look at the coast. Thanks for reading!
    2 points
  9. Reuploaded Spork Updates: -added flashbacks after every Gym and Elite Four battle called Memories of Ceolis, which show interactions between Ceolis and the Gym Leader or E4 you just battled -due to timeline changes with the Memories of Ceolis, the black screen conversation between the Guardian and Ceolis that happened as you were leaving the Underwater Hotel after defeating Team Portal there has been removed -because Aurora's Memory of Ceolis mentions the snowball tournament, Agne's final fun fact in the Data Vault has been changed (now it says the longest nap Agne's taken was six hours) -shiny Magearna has been added (not a custom one, the canon one, it was just missing) -at starter selection, you can now choose between Magearna's regular and Original Color forms -if you speak to Alumia again after getting Magearna, she can now change Magearna's form -applied the expanded choice menus to changing Pokemon forms (both overworld + NPCs and when choosing a starter that has multiple forms); I completely overlooked them last reupload -Lucky Lenses and Ether Foundation now have the same music that plays in other shops and Nosy News Fixes: -changing Vivillon to River Pattern no longer resets the Defeated Elite Four variable if you've beaten the Champion -choosing Unown as your starter and picking H or I no longer gives you a Furfrou instead of the Unown letter you selected -Calyrex is now mentioned in the formchangelocations notepad file The Memories of Ceolis were really fun to make! I was going for a heartwarming vibe with them, and they help flesh out some parts of the story and characters. Mainly, Ceolis's whereabouts being unknown was briefly mentioned a couple times early on, but only started being acknowledged as a serious question a lot later. I felt like Ceolis didn't have as much attention as he should have had. Some Gym Leaders also have more screen time than others, so this benefits them as well. The timeline has also changed a bit, as mentioned in the updates. I used to imagine that Ceolis was gone for at least a few decades, but now it's not nearly that long, maybe closer to years than decades. The main two details that were kept in mind for timelines: The removed black screen conversation said that Agne wasn't born yet when Ceolis was last in the region. Now, Agne was born, and is mentioned in Aurora's Memory of Ceolis. At this time, Agne was a student at the Pokemon Research Institute. (Ceolis hadn't met Agne though, so Agne doesn't have a Memory of Ceolis, just the Gym Leaders and E4) Draga became a Gym Leader a few months before the present. This detail hasn't changed, but Draga's Memory of Ceolis accounts for this by having Ryoko in it too. At the time of the flashback, Draga had just passed the qualification tests to be next in line when Ryoko resigns. Even if you've already completed the game, you can still see these scenes! They happen mostly at the entrances and exits of Gyms. If you're on a new file after they've been added, you'll come across all of them naturally as you play. If you're going back to see them on a completed file, Gym Leaders who battle you outside instead of in a formal Gym might need clarifying on where to find them. Chelsea's happens by entering Bolaii Cave from Bolaii Beach, Lee's happens by going to the north gatehouse at the Fork in the Road, Mulder's is at the north of Marvelous Marsh heading to the Battle Frontier, and Angela's is just as you enter Quasar Bay from Angela's Aviary. As for the E4's, they're all at the end of their rooms as you're heading to the next one. (fun fact about Mulder and outside Gyms, btw: Enigma gave Mulder his own Gym in the new Serafew maps coming in the future! Marvelous Marsh will still exist, and Mulder's Gym will be in the town of Serafew. It's a stadium where Mulder and his students put on wrestling matches!) I hope you all enjoy the Memories of Ceolis, and happy New Year!
    2 points
  10. FOLLOWING POST CONTAINS SPOILERS FOR THE RENEGADE .KARMA FILES ROUTE FOR REJUVENATION . . . . Similar to my Melia Reborn modpack, I've put together another pack that will replace the Ari sprites with M2 from Rejuvenation! Bike, Surf, Battle, Versus, and Fishing sprites have been replaced with her Archetype form Dive is M6 Play as M2 and cause mayhem upon the Reborn region RENEGADE SPOILER !!.zip
    2 points
  11. I have been working on a PULSE-3 Mod, a port of the PULSE-3 password from Rejuvenation's LAWDS mod, which is now working and is ready for beta. PULSE-3 allows ALL the abilities a Pokemon is capable of having to be on a Pokemon at once. So, for example, Azumarill with PULSE-3 active would have Huge Power, Sap Sipper, and Thick Fat, while Slaking, which only has a single ability, would still only have Truant, and Blaziken, which has two abilities, would have both Blaze and Speed Boost. This mod adds PULSE-3 for both your own Pokemon and opposing Pokemon separately, so you can toggle each individually. As such, they are both off by default, and you need to enable them as passwords. 1. pulse3me enables PULSE-3 for wild/gift Pokemon and allows you to use Ability Capsules to toggle PULSE-3 on your Pokemon. 2. pulse3opp makes it so all opposing Pokemon have PULSE-3 3. pulse3 is a group password that enables both pulse3me and pulse3opp What is the second attached file/download? The LAWDS Macho Brace Reborn Port? In the LAWDS mod for Rejuvenation, the Macho Brace allows the user to edit the EVs, IVs, Nature, Ability, and Hidden Power type of their Pokemon at will. This ports that over. To use, get a Macho Brace. If you didn't have one before, getting one will put it in your Key Items slot. Then, once you have a Macho Brace, select it then press use, then select the Pokemon you want to use it on. Okay, cool. Why is it here? That's because not only is this mod compatible with PULSE-3, it also allows you to toggle whether a Pokemon is PULSE-3 or not, like an ability capsule, except not consumable. This only works if you have the pulse3me password enabled. This mod is incompatible with any mods that do the following: 1. Add new Pokemon or forms 2. Edit existing Pokemon or forms 3. Add or edit the Inspect menu 4. Add or edit the Pokemon Summary menus 5. Edit how abilities (as a whole) work 6. Add or edit passwords 7. Edit how Ability Capsules work This mod may be incompatible with any mods that do the following 1. Edit battling 2. Edit how specific abilities work 3. Edit or add secondary aspects of moves, such as Knock Off knocking items off Pokemon, or False Swipe not knocking out Pokemon, or Nuzzle paralyzing a Pokemon 4. Edit or add status moves 5. Any mod that edits how ability-interacting moves (such as Transform and Role Play) work. THIS MOD IS CURRENTLY IN BETA PHASE I've only done the most basic of tests, I haven't tested moves or abilities that interact with abilities, such as Role Play, Trace, or Transform. Please tell me if you notice any bugs or get any errors (as long as they relate to this mod). Additionally, most of the code for this mod was taken from LAWDS (Credit to them), so some ability interactions might not be the intuitive way they'd interact, due to LAWDS prioritizing difficulty over faithfulness to Pokemon mechanics, while I'm doing the opposite, prioritizing faithfulness to Pokemon mechanics (as far as I can when implementing something not in Pokemon) over increased difficulty. As such, if you notice any strange ability interactions (with other abilities, items, fields, or moves), please tell me so I can figure out if I want to change it or not. Credit goes to LAWDS and its developers (who made the code I based my own off of), wingdings (The LAWDS developer who I believe is the one that actually wrote LAWDS's PULSE-3 code, is the one that gave me permission to use their code, and also helped me find some issues in the mod), Moto and Haru (who LAWDS got the PULSE-3 code from), Azery and DemICE (the original creators of PULSE-3) Discord thread on Reborn Evolved Discord Server Installation: Extract the contents into your Reborn directory. As in, the patch folder inside the zip file should be put into your Reborn directory (the same folder your Game.exe is). Your patch/Data folder should now have a mons.dat file, and your patch/Mods folder should now have a Pulse3 Reborn.rb file. PULSE-3 Download: https://drive.google.com/file/d/1e2fw2k1KxNvZr9JtnbwhpTkSclCyVo2Q/view?usp=drive_link Installation: Same as above, but your patch/Data should have an items.dat instead of a mons.dat, and your patch/mods should have a LAWDS Macho Brace Reborn Port.rb file instead of a Pulse3 Reborn.rb file. LAWDS Macho Brace Reborn Port Download: https://drive.google.com/file/d/1wWa5a-c5a8grXd947EFcp5pl1MtmJ4mO/view?usp=drive_link LAWDS Macho Brace Reborn Port - Fix.zip PULSE-3 Mod Reborn Beta V0.09.zip
    1 point
  12. Not yet. I'm doing too much work on the base game and didn't have time for the mod.
    1 point
  13. Will we finally be able to collect that one cell at the farm?
    1 point
  14. Checking this every day to see the number of total post go up is like beeing an addict, the feeling on a random day seeing how a new post is here will never let me down. Thanks for the update, excited for v14!
    1 point
  15. 1 point
  16. battle factory like facility holy????? based????? also evil lycanroc isnt real and cant hurt you evil lycanroc:
    1 point
  17. Maria: cant have shit in aevium smh
    1 point
  18. Glad you had a good time! I am currently working on transferring most parts (even though there's gonna be gen8/9 support for modders in some months) i currently finished implementing gen8 content (at least code-wise and sprites etc), though i cannot say how long it will take to add the rest of the content, so i cannot set an explicit date. Especially since i want to redo the whole trainer teams and encounters its gonna take at least a month or two, probably.
    1 point
  19. This mod is for Reborn v19.5, make sure you're on version v19.5 before saying it isn't working. If you don't have a "patch" folder in your Pokemon Reborn directory, you are on v19.0 or earlier. The most recent version of Pokemon Reborn that this has been tested on is Reborn v19.5.0rc32. What is this mod? This mod add superpowers, both for the player and NPCs. Major NPCs are given specific powers, while random NPCs are given random powers. Additionally, powers start locked. While there is an NPC to unlock all of them at will, if you prefer, you can unlock them by defeating trainers in a new map called the "Super Gauntlet". This new map can be found in the Grand Hall by talking to the person that looks like Red from Fire Red and Leaf Green. These trainers all have powers. Some of these powers can only be found amongst these trainers, since they're either too powerful for normal play or their powers are just done through team building. You can get your own powers from the NPC that looks like Leaf, also found in the Grand Hall. Leaf also offers explanations for all the powers. What powers are there? There are 13 player powers and 21 NPC powers. Player Powers Biokinesis - Ups the maximum amount of EVs a Pokemon can have to 640, though individual EVs can still only go up to 252. Additionally, IVs can go up to 32. Finally, in-battle, your Pokemon heal 1/16 of their health per turn. Horder - Acts as if all Pokemon in your party have the ability "Pickup". Atmospherokinesis - Allows you to change the weather at will. Only activates at the end of the following turn. Gimmick - You can Mega Evolve any number of Pokemon per battle, though only one per turn. You can use Z-Moves once per switch-in. Trick - Trickroom is activated at the start of battle. Free Healthcare - All your current Pokemon's status effects are cured before the end of the turn. Deus Ex Machina - Your Pokemon have a plus to their Crit Rate, equal to and stacking with Super Luck. This includes the effects of Super Luck that occur out of battle. Play to Your Strengths - Your Pokemon's base Physical and Special Attack stat are set equal to whichever is larger. This applies after EVs and nature, but before everything else. This only applies in-battle. Curses - Your Pokemons' moves have a plus to the chance of secondary effects occurring, equal to and stacking with Serene Grace. Supervision - Your Pokemon has a boost to accuracy equal to and stacking with Compound Eyes. This includes the effects of Compound Eyes that occur out of battle. Early Evolution - Your Pokemon evolve at level-up. Which of their possible evolutions they evolve into is random, and can include evolutions they normally don't qualify for, such as allow Male Vespiquens, a level 3 Tyranitar, or an Alakazam without a Link Stone. Hazardous - A random hazard is placed on the opposing team's side during the first turn. Free Spirit - Tailwind is activated for your side at the start of battle. NPC Powers Biokinesis - Ups the maximum amount of EVs a Pokemon can have to 640, though individual EVs can still only go up to 252. Additionally, IVs can go up to 32. Finally, in-battle, their Pokemon heal 1/16 of their health per turn. Atmospherokinesis - The weather automatically changes depending on their Pokemon, its typing, ability, and moves. Gimmick - All of their Pokemon start Mega Evolved. (Note: This is just team-building, so at the moment you'll only find it in the "Super Gauntlet") Trick - Trickroom is activated at the start of battle. Free Healthcare - All their current Pokemon's status effects are cured before the end of the turn. Deus Ex Machina - Their Pokemon have a plus to their Crit Rate, equal to and stacking with Super Luck. Play to Your Strengths - Their Pokemon's base Physical and Special Attack stat are set equal to whichever is larger. This applies after EVs and nature, but before everything else. Curses - Their Pokemons' moves have a plus to the chance of secondary effects occurring, equal to and stacking with Serene Grace. Supervision - Their Pokemon has a boost to accuracy equal to and stacking with Compound Eyes. Early Evolution - Their team can include Pokemon with illegal and early evolutions. (Note: This is just team-building, so at the moment you'll only find it in the "Super Gauntlet") Hazardous - A random hazard is placed on your team's side during the first turn. Free Spirit - Tailwind is activated for their side at the start of battle. Defense is the Best Offense - Their Pokemon's base Physical and Special Defense stats are set equal to whichever is larger. This applies after EVs and nature, but before everything else. Healthy Speed - Their Pokemon's base Speed is set to whatever their current HP is. Facsimile - They have 12 Pokemon split into two teams used by famous/powerful trainers from the official games, Reborn, Rejuvenation, and/or Desolation. (Note: This is just team-building, so at the moment you'll only find it in the "Super Gauntlet") Illegal Moves - Their Pokemon can have moves they normally cannot learn. (Note: This is just team-building, so at the moment you'll only find it in the "Super Gauntlet") Illegal Abilities - Their Pokemon can have abilities they normally cannot have. (Note: This is just team-building, so at the moment you'll only find it in the "Super Gauntlet") Inverse - The battle starts on an Inverse field. (Note: This is just part of having an NPC set the field before battle, so at the moment you'll only find it in the "Super Gauntlet") Pulse - Their Pokemon have 252 EVs in all stats, unless they have Trick Room IVs, then they have 252 EVs in all stats except speed. Perish - Perish Song is activated whenever they switch a Pokemon in. At the moment there is an error when they are defeated, but you can just press enter and it'll go away. But, because of this error, it can currently only be found in the "Super Gauntlet", and it's skippable if you're actually wanting to unlock all the powers. Healer - Their Pokemon are restored to full HP at the end of each turn. Status effects are not healed. Because this is so tough, you can only find this in the "Super Gauntlet" at the moment, and the team is purposely made for this to be possible. Resources This Google Sheet includes some useful information. It includes more of the specifics on unlocking stuff, and how useful I think certain powers are: https://docs.google.com/spreadsheets/d/1ZghPXtHcWPMqe2l3o1A8OFoE0Em4h_LCkwIouU8xfBw/edit?usp=sharing Battle Information: The ZIP file includes Superpower Battle Guide.txt, which includes the teams of all the trainers in the Super Gauntlet, as well as the powers of all major characters in the vanilla game. Installation Just put the zip in your Pokemon Reborn directory and unzip it. It should merge with the patch directory. If it creates a folder named after the zip file, just drag and drop the contents into your Pokemon Reborn directory. Compatability I designed the mod to be compatible with Alemi's Party Command mod (Credit to Alemi for like 99% of the Superpowers_Party_Command_MasterMod.rb file, considering I just made slight edits to her mod with the same name minus the Superpowers_ part), but I didn't design the mod with any other mod compatibility in mind. It is not compatible with my mods that merge, fuse, or replace stats with each other, nor is it compatible with my Smart Trainer Optimization mod (though I plan on making a version of that for this mod). In theory, it should be compatible with most (if not all) mods that don't effect battle. Also, this mod could break with updates of Reborn v19.5. The chance is largely diminished with this update of the Superpower mod over the previous ones, but it's still plausible this will break at some point. Feedback I would love feedback. Please either put it in the comments below or in Discord. This mod has a thread found on the Reborn Evolved server's #Reborn-Mods chat, found here: https://discord.com/channels/112443923003084800/1255747136700813322 Join the Development Team If you're interested you can message me here or on Discord. If you have any coding or Spriting experience I'd be happy for some help. I'll have to set up Github stuff, so you won't be able to join immediately, but if anyone is interested in joining, I'll start setting that up ASAP. Story If the mod is popular enough I plan on either making an expansion for Reborn, Rejuvenation, or Desolation with story based around superpower stuff, or just straight up making a fangame. TLDR; You get superpowers. NPCs get superpowers. You can switch powers by talking to Leaf in the Grand Hall. You can unlock powers by battling trainers in a place that Red, also in the Grand Hall, will bring you. Changelog v1.0 -> v1.1 Removed glitch where you couldn't start a new game with the mod. If they didn't before, random trainers now have random powers. The trainer with random powers in the Super Gauntlet now actually gets random powers. Changelog v1.1 -> v1.2 Fixed glitch where Cain battle at start of the game would cause crash. Note: This makes this Cain, and another other NPC that would crash because of this glitch, use the best AI. This isn't a big deal though, from my understanding AI is mostly equal for all NPCs in Reborn This will not work for Rejuvenation and Desolation. Google Drive Download: https://drive.google.com/drive/folders/1fQDe6O8fgnZ3C1bWK20SnBhF5PCM5aoB?usp=drive_link Google Drive Direct ZIP Download: https://drive.google.com/file/d/18P35t4f7lLFRGKxWIt5AygD9NHwirqb8/view?usp=drive_link Google Drive Superpower Mod Battle Guide Direct Download: https://drive.google.com/file/d/1Ynxt4fUgSO7-cJuwJCOegCyZCzeEAtBB/view?usp=drive_link
    1 point
  20. can get them goong pretty quick first up, though, does your build have online play support?
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  21. PLEASE MAKE A POST IN THIS THREAD IF YOU HAVE ISSUES WITH ANY OF THESE MODS. I check on discord about once a year, more or less; hence, your best chance to get help from me is to come here, in the forum. (In case you're wondering, SWM stands for "Select Weather Mod": this was its name before it became a modpack, and when it came the time to rename it... I actually didn't ) (Btw I'm not crazy nor that original... it's somewhat of a citation, as this is literally how Trumpkin got his nickname) This modpack is for Pokemon Reborn; if you're looking for a Rejuvenation-compatible version, you can find it here: http://www.rebornevo.com/forum/index.php?/topic/33807-rejuvenation-modular-modpack-v11-patch-3/ You can also find this modpack's files versioned on GitHub: https://github.com/Waynolt/SWM-modular-modpack FAQ "Why is there no longer the mod XXX?" > It's a password in the base game now. "I can't find it in the passwords" > Look better; I've decided to not port a couple of mods, but 90% of the missing ones are in the base game now. Installation Download link: (v92 - updated 05/01/2025) https://github.com/Waynolt/SWM-modular-modpack/releases/latest/download/SWM_modular_modpack_E19.zip The link above will allow you to download a .zip archive. Inside of that archive you will find a "Readme.pdf" explanatory file and a "Mods" folder. To install, just drop the folder "Mods" into the folder "[Pokemon Reborn]\patch\" (At the end you should have a "[Pokemon Reborn]\patch\Mods" folder with a bunch of files inside.) This video from Lostelle explains it, showing each step required (it's a bit outdated - for example the location changed - but it's still good): https://www.youtube.com/watch?v=6hc3Mo432C0 If playing on a Mac with Wineskin, then, as @Tacos suggests in this thread, do all the modding in a Reborn folder outside of the wrapper and then make a new wrapper with that folder (I have absolutely no idea whether this still applies though) Every component is stand-alone, and can be used on its own; please refer to the "brief summary" below for more info on each one. -------------------------------------------------- Brief summary of each mod component (Please remember to check and delete the components you do not want when you are installing this mod pack!) -------------------------------------------------- Compatibility with other mods Known incompatible mods: Already compatible, no patch needed: Probably compatible, or at least they used to be: If there's any I forgot about, sorry; simply ask about them. -------------------------------------------------- Changelog -------------------------------------------------- For previous Reborn episodes:
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  22. If you don't have a SharedBox file already then the file cannot be corrupted Without an error message or something else like that there's not much I can do, sorry... (Come to think of it, I'm not entirely sure that SharedPC is working at all in JoiPlay - technically, there’s no reason it shouldn’t, but I haven’t tested it myself or heard confirmation from others...)
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  23. Then "Pokemon Shared PC" is in the same folder as the game's .exe file Delete "Pokemon Shared PC" and it should load - as long as the problem is indeed a corrupted mod file
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  24. As far as I know, the mod should be working fine. Are you encountering any error messages? What is happening exactly? It sounds like this might be a file permissions issue. From your description, it seems the mod can create and read the SharedPC data file but doesn’t have permission to overwrite or update it. This would explain why the data remains stuck in its initial state, regardless of any changes made in-game. Unfortunately, this isn’t something that can be fixed by modifying the mod itself - if it were, it would pose a serious security risk by allowing arbitrary file modifications outside the game's scope. I recommend checking the permissions on your savegame folder and ensuring that neither your firewall nor antivirus is interfering. Running the game as an administrator might also resolve the issue, but it’s generally better to fix the file permissions directly rather than elevating the entire program.
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  25. Pokemon Reborn-EX What is this?: Old difficulty mod I made for Reborn back in 2018. It overhauls several mechanics alongside introducing QOL changes that have since made their way into other mods like Moto's Memejuv, LAWDS, and or even base Reborn like the move tutor in the pokegear for example. It is currently being remade for E19, however the full overhaul is not finished yet as we only started once 19.5 released. I was urged to release a legacy version circa 2021 for the sake of people getting to play. LINK ######## CURRENTLY BEING REMADE ############## Legacy Version Changelog: Have at it!
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  26. funny blob (and some other stuff i guess) sorry for the wait, and for the loss of your difficulty curve
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  27. 1 point
  28. 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!
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  29. thanks for the report! i'll check it out! ahh you mean there is no other fighting encounter until post julia. yeah ok i will change its location and switch it out~ Edit: i just tried if i can get the basculin egg with monoghost password. I'd ideally need a screenshot if you by chance have another backup safe file before talking to her, otherwise i don't know where to look since it worked for me :/
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  30. FOLLOWING POST CONTAINS SPOILERS FOR THE RENEGADE .KARMA FILES ROUTE . . . . I have put together a modpack that will replace the LEGACY Ana sprites with M2. It should be completely playable with all the possible sprites and pictures replaced, if you come across a missing sprite, just let me know and I'll work to fixing it Anyway, playable M2! Bike, Surf, Battle, Trainer, Fishing, Versus, and Archetype sprites have been replaced with her Archetype form Dive is M6 Darchlight is broken future Play as M2 and cause mayhem upon the Aevium region RENEGADE SPOILER.zip
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  31. The idea of adding some accessibility features for players with sight handicap has been briefly discussed a few times but there was always one main blocker. There is not much point in that unless there is a TTS (text-to-speech) functionality to let blind players hear the dialogues and menus. Ame linked a library that could be used to send a text to a screen reader called NVDA to read the text out loud. But since it wasn’t a Ruby library, just a DLL, we had no way to actually use it. Encoding the Endians! However during my previous tweaks of mkxp-z I randomly stumbled upon FFI bindings. I had no clue mkxp-z even had this feature but I immediately knew this might become useful. FFI means Foreign Function Interface. It lets you call functions from shared libraries, even if they were written in a completely different programming language than what you’re working with. So I made a note that FFI exists in mkxp-z but didn’t investigate further at the time as I had other priorities like actually fixing the game or onboarding the new team members. Also I just roughly knew what FFI was but never actually used it myself so I didn’t have practical experience with it. Few months later a blind player joined Ame’s Patreon so the topic of accessibility was discussed once more. But once again I thought there is no point without TTS but since I had that hunch that it might be possible with FFI, I went ahead and tried it. And it didn’t work. So I did more research and tried various tweaks but still nothing. Only suddenly, after an hour or so, the library started talking. Except not really. Instead of the text I was feeding it it only read the last letter. Ehm what ??? Of course I had no clue what was going on but thought that the mkxp-z community might have some idea so I asked them. We were brainstorming the issue for a while before the mkxp-z maintainer Splendide Imaginarius had the correct idea that it’s an encoding issue. Here I should make a short note of what an encoding is. Basically an encoding determines how letters and other text symbols are represented in memory and are often language-specific. Ruby comes from linux so it is generally using UTF-8. He had a theory that the library was instead expecting UTF-16. It didn’t work either but after some more trial and error I finally stumbled on a trick that actually fixed it. The library didn’t want just UTF-16 but specifically UTF-16LE where LE stands for Little Endian. See the issue was not just encoding but also endianness. Endianness affects the internal order of bytes in memory. This is an oversimplification but basically Windows is using the reverse order (Little Endian) than most other systems (Big Endian). And since Ruby originates from the Linux world, it is using Big Endian internally. So with explicit UTF-16LE encoding TTS using NVDA finally worked. [image description for blind players: It's a Discord screenshot with AiedailEclipsed saying: "enumag once again destroying everything in his path. great job!"] Of course all of this is windows-only since we didn’t find any equivalents for other platforms but Windows is the most important in this case anyway. The roadmap With that proof of concept, accessibility suddenly became a realistic topic so we started working on it. Accessibility ofc isn’t just about TTS. We also integrated an existing mod from Torre which adds some ambient sounds to help the blind players know the distance from the closest obstacle in each direction. That was still just the first step though. I might have kickstarted it but from here on it was a team work where everyone contributed some parts. For TTS I pretty much just figured out the proof of concept. It was Orsan who did the heavy lifting to add the TTS calls throughout most of the codebase. And there was a lot more than that. Some of the features we implemented because of accessibility made sense for all players - for instance puzzle skipping because even with TTS and other improvements there is no way blind players will be able to solve the puzzles. Text-to-speech Hi! Orsan here. I don’t have a whole lot to say– a lot of what’s happened so far has been fairly simple. Did you know there’s a lot of text in this game, displayed in a lot of different ways? There is! Messages, choices, battle, shop screen, town map, dex, field notes, gear apps, jukebox, tile puzzles… Most of what I’ve done for accessibility has been TTS calls on various pieces of this text– but there’s still a lot to be done. I also implemented a few other accessibility features for blind folks, such as Itemfinder now giving a message, but there’s still a lot to be done in that regard as well. enu’s note: Orsan really spent a lot of time on adding TTS calls to all the core parts of the game like dialogue, choices, battle, bag, move learning and so on. Later on both Lucent Flash and Stardust also made significant contributions for adding TTS support to various menus. If I remember correctly I think Stardust handled the Time & Weather app + Jukebox while Lucent took the most complicated part which was the field notes. Puzzle skips This is a project I (hi, stardust here!) have been working on for quite a while, but became more relevant with the push towards making the game more accessible. If you’re not aware, Reborn has a new game plus (NG+) feature that keeps track of whether you’ve done some specific puzzles/sidequests on previous saves so that you can skip them on future playthroughs. A couple months after Reborn e19 came out, I started work on an NG++ mod that added more puzzle skips, and this mod will be integrated into the base game in 19.5 Reborn. One of the big limitations of this feature is that it only applies to repeat playthroughs: first-timers are out of luck. And while I may consider Reborn’s puzzles a core part of the experience, I (and the rest of the dev team) am aware that not everyone shares that opinion. Especially blind players, for whom many of the puzzles are much more difficult or near-impossible without someone else helping them through. [image description for blind players: Just showing off the "Do you want to skip this tile puzzle?" option you get in Agate Circus with blindstep password] Recently, I went through (hopefully) all of Reborn’s various puzzles, looking at which could and should be skippable to help improve player experiences. The result: as of v19.5, there will be a new password to add to your games: “nopuzzles”, which activates nearly all the NG+ skips (old and new) without needing save data, in addition to a couple minor skips not covered by the NG+ feature. This feature is also activated with the blindstep accessibility password mentioned later. [image description for blind players: Showing passwords menu with active nopuzzles password] There’s also a few additional NG+ puzzle skips that you’ll be able to find scattered around the game. In total, between the existing, new, and password-specific ones, there’s over 40 such skips in the new version. blindstep password Next we needed a way for the blind players to activate the improvements we added for them specifically such as the mod from Torre. This is what the blindstep password is for. It also enables several other things we implemented such as custom item finder by Orsan, separate fly menu because the map was a bit difficult for them and some other things. Then there is the F9 key to get the current map and coordinates read to them for navigation… And of course the password also activates stardust’s puzzle skips. [image description for blind players: Showing the custom fly menu for blindstep password] TTS actually isn’t locked behind this password. It’s enabled by default but for most players it has no effect because they don’t have a screen reader such as NVDA running on their PC. Contextual sounds Enu again although this isn’t just my work. Next we needed to improve the sound effects. For example the bump sounds needed to be different based on what you bump into. So stardust implemented a feature where if you bump into an obstacle the game can detect what you bump into and use a different sound based on if it was an NPC, a strength boulder, an item or like 10 other different things we accounted for. This is an improvement for all players so it’s not restricted to the blindstep password. Next we also needed a way for blind players to know when they’re on a diving spot so the game is now able to play a background sound while you’re in a place where you can dive or resurface. Again no need to restrict this for blindstep password. Then there are sound effects when you jump over the jumping stones - along with a dust animation for sighted players. There is also new debris animation for rock climbs. Both of these improvements were only possible thanks to eevee because doing it all manually would be madness. Also fishing has some sound effects now so that blind players can actually catch their Lanturns. In all cases Amethyst is providing the actual sound effects! Tolk During testing one of the blind players also recommended a library to support more screen readers than just NVDA. There are actually two libraries - Tolk and Universal Speech. I went with Tolk for now but there doesn’t seem to be much difference between them. What it does is that it detects the screen reader you’re using and sends the line to it for TTS. There are still a lot more improvements we can do. Certain menus still don’t have full TTS support, minigames such as game corner or mining need a skip, we should have a way to detect doors, itemfinder should detect non-hidden items, maybe a key to replay the last line, sound effect when activating or deactivating turbo mode… the list goes on. Let us know if you’d like to help with this effort. We’re slowly working on these tasks but we have other features to work on as well so this isn’t our only focus. Any such improvement means a lot to these players.
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  32. HEY Though it's for something very different this time around! For people who have browsed the Rejuvenation Club before, they might be aware of a Q&A thread we did back in 2019, and a tiny bit more recently there was a Q&A stream that Jan and I hosted after V13's initial release in 2021. We haven't done one in serious capacity since then (if you don't count the impromptu one Jan did on his tumblr a couple of months ago), so why not bring it back? We're not going to be able to post many updates about the game itself, but we still don't want to have complete radio silence on our end, so we're doing a Q&A with the entire team again! To give a quick rundown of the team so you know who could potentially answer specific questions: Writing: Jan (also does tilesets and overworld sprites) Art: Crim, Nym, Soulja, Dallas, Winter, Zumi (also involved with writing and music) Programming: Haru, Falirion, Sardines, Cass Balancing: Alex, Azery (also does some programming) QA: Ramiru, Dream, IceCreamSandWitch, Autumn (also does some of the move animations) I can't guarantee all of us are available or willing to answer, but I know at least some members of the team will be happy to pop in and reply. And it could be about just anything! It could be about the story, but also about the game's development as a whole if you're curious. Or just about how the devs have been experiencing Rejuvenation from a developer's point of view! The world of questions is your oyster and you can do whatever with it... Well, as long as you stick to the rules. Please stay courteous with the questions! Crude questions in regards to us or the characters of the game (i.e. "can you kill off this character bc they suck", stuff like that) will be ignored and/or removed. We will not give answers to questions that are obviously veering into spoiler territory for future content. For your own sakes as to not drive yourself nuts over theories, please do not treat our unwillingness to answer certain questions as confirmation/de-confirmation either. It'll do nothing but cause confusion LMAO Please don't ask about adding romance options for the MC. The answer is still no— it's even been mentioned in the old 2019 Q&A post that they won't be added and that has not changed. There's a whole list of reasons (narratively, technical and personal) for this decision, but the tl;dr is that it's just plain not worth it. We're asking in the nicest way possible to please respect our decision on the matter and to not press it any further, we will ignore/remove your question if you do. (That's not to say we disapprove of any ships entirely! We simply instead encourage you to dabble in making fan content of your favorite ships yourselves through writing, art or other means. Just don't bother us to indulge you on the matter in official capacity, that's all.) We'll keep the Q&A running for a week and will be answering questions as the week progresses before closing it off. If you've read all of that and agree to be nice, then fire away! Have fun! o7
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  33. https://docs.google.com/spreadsheets/d/1UMWQWrvG-NGLXBNHQUsizrFYM1RImfydUT9WN1IZDT8/edit#gid=1619742193
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  34. Hi everyone, today we have a mix of improvements. Most of them come from Lucent but there are some bits from the rest of us too. But let’s start with what Lucent prepared for you! Hey y’all! I’m Lucent (formerly Luke Duke, but feel free to call me whatever you’d like). I was introduced to this game shortly after starting college. A friend was showing me Reborn’s latest gym battle (Episode 17 at the time) on his laptop. It was a double battle that took place in an underwater arena! Needless to say, this game grew on me in an instant and it means a great deal to me today. I was grateful to recently find an opportunity to help contribute to the next update. This post will showcase some of my contributions that I find worth sharing today, as well as some very important features stardust and enu have been hard at work on. Online Play The Online Play experience has been touched up. There were internal refactors to some data structures that warranted updates to the online scripts, and once online functionality was restored, more work was needed to fix some issues that trainers reported over time. I can’t even begin to give enough credit to enu for handling the work for setting up the server environment for development, deployment, and automation. Lots of these improvements aren’t too flashy, but here’s a few to take a peek at. The server has undergone some security improvements. You will need to reregister your account for online play when the update releases. All online battling and trading will attempt to connect you to another trainer with a matching game configuration. For example, if you decide to wonder trade while using a mod with an expanded dex, the server will handle it and set you up to trade with a trainer using the same mod. There are checks to help make sure trades stay legal for the safety of the recipient. Online battle handling has been improved, fixing many graphical and sync issues. The game client no longer accepts battle requests while waiting for a trade, and vice versa. The goals of these improvements are to improve online stability and to allow all future versions of Reborn to safely hop online without any worries about incompatibilities. I hope that these improvements will properly accommodate the already-existing online player base and invite even more to join in on the fun! Battle Inspect Many of you reading this post have likely played Rejuvenation. It has a battle feature that I really appreciate: Inspect! You select a battler and view more detailed information about them! Shoutouts to DemICE for creating this awesome feature. Inspecting is useful when attempting to track everything going on in a battle. How many turns of rain and tailwind are left? Did that Hawlucha activate Unburden? What field is under the one we’re fighting on? Now all of this information will be at your fingertips while playing Reborn. We’ve also changed the control scheme for the inspect feature, utilizing the Q and W keys (that’s L1 and R1 on controller) instead of pressing the S key (Triangle/Y) to pull up the selector. Please give us feedback on this after trying it out. We want to make this feature feel the best it can. (enu’s note: The idea behind using Q / W is to skip the selection steps and get to inspection of any battler with a maximum of two keypresses instead of up to four as Reju has it.) …Have you noticed the button above the text box yet? Field Notes in Battle Here’s something I’m really excited to show off. You will now be able to open up the Field App during battle! Trainers can press the S key to open their app and read notes on the active field if the corresponding readout has been collected. Make sure to find all of the field notes or use the “fieldapp” password to unlock them all. This feature also works with the PULSE Dex, letting you press the D key (Right Stick) to view notes about any foe PULSE machine inhabitants. These features are also programmed with page navigation in case more than one field is in play. That’s all I’ll share for today, but rest assured there’s plenty more to be excited for. I sincerely hope you all enjoy these new features. I’m personally going to love using the inspect feature alongside in-game field notes for my next run of the game. patch directory Hi, stardust here! If you’ve ever modded Reborn before, you’re probably familiar with the old way to install mods: either having an entirely separate copy of the game with the mod (common for bigger mods) or overwriting the game files with the assets/code/data you wanted to change. Script modifications could alternatively go in a Mods folder in the Data folder to allow modders to only work with the functions they needed to modify, but nothing else got that special treatment. This is not the most convenient thing, with one particular issue being that it’s really hard to get rid of any mod that’s not a script mod: either you had the foresight to keep the original files that you ended up overwriting, or you have to reinstall the entire game. Also, modded files might get overwritten when you update the game (which is particularly relevant now that the game is actually updating again). As of v19.5, however, this won’t be the case, because mods now have their own “patch” folder where they can override the base game assets without you actually needing to mess with the main game files! This isn’t technically a new feature we added: mkxp (the engine Reborn runs on) and Joiplay already have this functionality via a patch folder, and it only took a few modifications to our own code to get it working. (As the name might suggest, it was originally meant for dev-released patches, but the in-built updater takes care of that for us. Unfortunately, we can’t change the folder name on Joiplay.) This only works for assets but not scripts. Script mods still work as they used to, except that we moved the directory for mod scripts from Data/Mods to patch/Mods. There will be a text file with more detailed instructions in the game folder when the update is released, but the basic idea is that the files you want to modify/add go in the patch folder, following the same subfolder structure as the base game. Shortcut keys Enu again! I want to share a small improvement I implemented. You remember how I mentioned game controls improvements in one of the previous blog posts? Well this is a little follow-up to that. I implemented an improvement to Party screen and Storage. You can now use keys to quickly perform the most common actions and not go through the menu all the time. You can now use A for the Move / Switch action, S for Item action and D for Summary. Additionally in the PC Storage you can use Q to add/remove a mon from Multi-move selection and W to Store / Withdraw. That’s all for today. We have one more important announcement to make before the release, mainly for the modding community. Stay tuned!
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  35. Can't say yet. I'm busy with finishing some things for the 19.5 update for now so the mod has not been my main focus.
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  36. Heyo! Here I am again! As I promised in my previous post, I still had one more art post that I owed in regards to some remaining character art, as well as an illustration of Venam that I still had to make as a reward for her placing high in the 2020 popularity poll. Yes yes, I know, it took me FOREVER to get around to doing it— but guess what! I've finally got it done, and the remaining character art is finally done as well! I'm not gonna beat around the bush, so let's get a move on and show off the art. I'll keep things brief! We'll start off with Venam's popularity poll artwork! A 1080p and 1440p version can be found here! Next up is the remaining character artwork for pre-V14 stuff! The characters that have received artwork for this final round are Jenkel, Hynde, Maman, Cosmia & Comet, Peony, Adrest and Variya! At this point, if anyone feels like any artwork is missing it's either because it's just not worth the effort (i.e. temporary character outfits) or because they're slated for a later release/inclusion in V14 or beyond. I'll leave it up to your imagination which one's the case :) But for now, this is all the official art I'll be showing off prior to V14's release... So this'll likely be my last post for the time being (unless I'm tasked with writing a post about V14's actual development again. teehee) As per usual, all official art as well as icons and links to full resolution wallpapers and artwork can be found back in the official art thread! All artwork has been added to their respective chapters in the archives (Jenkel is in CH2, Cosmia & Comet in CH11, Variya in CH15, Adrest in .Karma, Maman in Sidequests and Hynde in Sidequests as well). That's all for now! Enjoy and see you next time, whenever that is! Thank you again for supporting the game's development! o7
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  37. Miracles don't just happen, they're made. Instructions on what to do before and after loading can be found HERE. THE FOLDER WHERE YOUR SAVES ARE HELD HAVE CHANGED! Windows -> SavedGames/Rejuv (NO LONGER PokemonRejuvenation) MAC -> "Pokemon Rejuvenation" Download the game here. General Release Notes:
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  38. Before we get started on this, I'd like to first say if you somehow haven't already, please do yourselves a favor and play Pokemon Reborn and Rejuvenation first. I don't know how you'd possibly find this before playing these amazing games, but just in case you have, you can download Reborn here and Rejuvenation here. With that being said... ...have you ever wanted to add some spice to your fighting mono? Have you ever wanted to play as another character? Perhaps you're a fan of Rejuvenation? Or maybe you're just an asshole, like me. Either way, if you've answered yes to any of these questions, then I've got the perfect custom sprite pack for you! This, my friends, is the Texen Reborn pack! A graphics hack based on the one and only Texen Raider! Some things have changed, including some music, Pokemon sprites, and even character sprites! However, one thing's for certain: the region is not ready for Texen's divine brilliance. Download Link: https://drive.google.com/open?id=10DptxzqN3TUJievUBRUzAuoAY1THv5h4 How to apply the graphics mod: 1) Download all of the files from the link above. 2) Drag and drop the contents inside each folder into their respective places. If it asks if you want to replace the old file with the new one, answer "yes." Special Thanks: 1) Amethyst and the Reborn team for creating an amazing game in Pokemon Reborn 2) Jan and the Rejuvenation team for not only creating an equally amazing game, but giving us Texen. 3) Ny, for helping create the Texen back sprite, as well as help polishing other sprites (you'll see which ones...) 4) Uberle for gifting me the awesome custom Infernape sprite. With that being said, enjoy!
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  39. Hello! Woo, my first post on a reborn forum! So I ended up creating my own ItemRadar marker skin/sprite and wanted to share it with you all! Sparkle ItemFinder Marker: It shows up a lot better than I thought it would! in game
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  40. Hi! I began this game a few weeks ago and fell in love with it instantly, but the first thing I needed was to be able to play with my Xbox 360 controller. Searched through forums, found JoyToKey and xPadder as the recommended solutions. I don't remember why but I used the latter for a while, but 1. it was quite complex to set up (I did, but it wasn't perfect and my laziness found it not worth it to reconfigure/fix it) and 2. it's a paid software, so I had to do some PC magic to use it for free. Some days ago I suspected it as a crypto miner app (it wasn't, just to clarify) and searched for an alternative. Ended up trying out AntiMicro, and found it to be objectively much easier to set up with a much simpler and intuitive GUI. Been trying it out this last days and it has worked perfectly fine, so since I couldn't find much info or help about it on the forums in the first place, I decided to make an account and share my preset for you to install and play right away. TLDR; I'm sharing my gamepad controller preset. ------------------------------------------------------------------ -My preset was made for the Xbox 360 wireless controller on a Windows PC, although it will probably work on most standard gamepad controllers anyways. -Of course, you need your controller drivers installed. If all of its buttons work, you're OK. Instructions: 1. Download AntiMicro | Links and instructions below 2. Install downloaded .msi file | WINDOWS: "antimicro-2.23-win32.msi" 3. Download my preset | "pkmnreborn_xbox360.gamecontroller.amgp" 3a. Recommended: Move preset somewhere safe (Install folder, My Documents...) 4. Launch AntiMicro 5. Make sure you controller is selected as the input controller | Software screenshot below 6. Click the Load button and open my preset file. 7. Play. Key Mapping: Mapping was made by using the default Reborn controls. -A: Action 1 (Z) -B: Cancel/Menu 1 (X) -X: Action 4 (Space) -Y: Action 2 (C) -Back: Run (A) -Guide/Xbox button: Soft Reset ( F12) -Start: Fast-Forward (LAlt) -LStick Click: Autorun (Enter) -RStick Click: Quicksave (D) -L: Registered (LCtrl) -R: Registered (LShift) -LTrigger: Scroll Up (PageUp) -RTrigger: Scroll Down (PageDown) Screenshots: -Download links: -Software main screen WINDOWS: https://github.com/AntiMicro/antimicro/releases OTHERS (Mint, Ubuntu, SteamOS...): https://github.com/AntiMicro/antimicro/ Of course you can adjust the mapping to your own convenience. If I broke any forum rules please let me know. I know this isn't much at all, but I sure hope someday this can help someone enjoy their game even more. pkmnreborn_xbox360.gamecontroller.amgp
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  41. Not sure if anyone would want my attempt at creating an alternate ItemRadar sprite but here you go. I made this as a replacement for the pokeball sprite that @Player_Null_Name made since in some areas it was really hard to see, especially in the Peridot Ward at night.
    1 point
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