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  1. I don't have a witty joke to make here for this dev blog aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa it's the last one, too. As of typing this i only have a few events left to do (Note, they are all long and complicated and I may not get it right on the first try) But what have I been cooking? Well, a lot! Renegade has been complete. Like, fully. Maybe some battles need tinkering here and there, but all cutscenes have been made, all events have been done. I may go back and add a few easter eggs, item placements etc. But yeah! After Renegade, I needed a BREAK from main story stuff. A lot of the events in Renegade were very intensive on me to make. Not really from a story/mood perspective, but from an actual development side. I really pushed the limits of what I could do in Renegade. But as a result I did get burned out a little. I mean, if you see what I cooked, you'll understand! Really wanted to drop it around Christmas time as a present, but I'd rather get it right on the first try rather than try to fulfill some funny date dream. ======================= New Early Game Content: I said there would be no side content for v14, and that's kinda not true anymore. I mean, there are a few sidequests DURING v14, and are time sensitive to that, and by a few I think literally just 1 lol. But thats a lore sidequest-- I'm getting off topic. Anyways, this is to say that I actually did a few new events in the early game because Gen 9 kinda forced me to. Game is huge, but all the encounters are very tight. First off, there are new missions in East Gearen (Minor, non help center ones) Past Regrets: The week after I finished Renegade, I was desperateeeee to get out of v14 content, so I went back to the past and came to a conclusion. Man. These maps are really held back by my decision to keep them gen 3. I think the game really shines best when I put my own spin on things. And no, before you get worried. I did not remake all of the past (again). I did give it a texture update, though! For those confused by that, I simply mean that the maps are the same, I just made custom tiles instead of using default R/S/E tiles. This includes battle backgrounds as well. A comparison of Kugearen City: Skip Skip Skip!: There are other few things I have cooked, but I'm can't give away every surprise right? Okay, that beeing said. This is most likely going to be the final dev update before v14 releases. It will not drop this year. So do not expect that. But I estimate testing will begin sometime in December if I'm lucky. Again, no promises. Also no promises on how long testing will take. It will just take as long as it needs. It's a BIG chonky version. This game is a behemoth. But it is made for crazy people like me. I bid you adieu, with one final screenshot
    38 points
  2. Beginning to feel festive yet? Me too. No seriously I’ve been doing Christmas stuff for work since mid October, so safe to say I’m already in the holiday spirit. Anyways hey everyone! It’s time once again for a dose of the latest in Desolation development. Before I jump into the bulk of this blog, if you couldn’t tell by the title, we’re once again recruiting for the Desolation team! Let me explain, after a discussion with Ruby, I’ve come to realise that with my now much more limited free time due to having a full time position, I need a bit more help in order to get EP7 across the finish line. As a team, over the last year there have been some changes within this cycle and our own personal lives which has ultimately slowed down progress as a whole. With this in mind, we are looking for individuals who have skills in eventing in RPGMaker. All the details will be fully explained in the application form below, if you feel like you are right for the role and want to join us, then please apply below! Applications will close in 2 weeks time on Wednesday 10th December, we will then review and reach out to selected individuals via Discord. > Apply Here < The last few months have been a bit of a realisation for me, this project means a bucket loads to myself and the rest of the team, however I am just not able to dedicate as much time as I once used to when Caz was at the helm and I was… well essentially an unemployed adult who tried to keep himself busy in order to keep himself sane. We have been looking into ways to improve our processes and this is one of them. And with that said, I look forward to going through your applications! Please share it around if you know anyone who could also fit the criteria! Anyways, let’s jump into the main portion of this blog shall we? --------------------------------------------------------------------------------------------------------------------------- Following our previous development blog, I opened the floor to you, the community, to ask what they would like to see us talk about, as a way to give back a bit due to the state of this development cycle. A good few people wanted to hear more about the music process that our musical duo have in place, and then there was a bit of discussion about megas… which was mainly “add this or that”, but I’m going to take that and look at it as “talk about megas!” so I will do that. But before that, a quick update from my side of things. EP7’s story is now fully mapped out. We have a few tidbits to tie up but we have now fully shaped out from start to finish. This also means that we have started looking down the pipeline into future plot points, making notes and coming together to continue the story in our vision, and I'm really happy with what we have come up with. With the main story in mind, development will look to start picking up over the next several months, and I look forward to sharing more tidbits with you all in future updates. Anyways, let me pass over to the Music Men and they can explain to you all the process behind the new track we are revealing today, Astra Cafe! --------------------------------------------------------------------------------------------------------------------------- Happy Fall everyone! This Desolation duo has been asked to do a deeper dive into the digital design of Delica's delightful Astra Cafe. It's really touching to hear that people are interested in our work and we've put together a little timeline of our process as musicians while working on this track for you all to enjoy! Darius here! I always say that there is no such thing as original music. You may think something is original, but there are always references (subconscious or otherwise) to other pieces of media that influence how you compose and write music. I've been open about references in a lot of my music, but for those who don't know, Pokemon Conquest has and always will be my favorite Pokemon spinoff/game due to its story, graphics, and incredible soundtrack. Shinichiro Nakamura, the composer for that game, created 17 themes (one for each pokemon type) that marvelously capture the essence of each type, and his themes are a resource I often refer back to when I need to be reminded of how to incorporate elements of each Pokemon type into a track. After re-listening to the entire soundtrack for the 100th time, I wrote the Astra Cafe theme with specific reference to the following three themes: Event Theme 2 - This was the theme that really ironed out how I wanted to arrange Astra Cafe, starting in D minor, a brief Bb Major interlude, and a return to form before repeating. Violight Theme - I had already decided to write in a minor key and Violight's theme does some really interesting things theory-wise, from the jumping electro-synth to the bumpin' bassline. The last major of Astra Cafe is directly inspired by the last sequence of this theme. Viperia Theme - I like to kind of associate Delica with this kingdom so I used this theme to help figure out what instrumentation would sound the best for her cafe. That leads us to our first draft of the theme here, take a listen: Astra_Cafe_V0.9.mp3 You’ll notice this draft is very simple. I write little demos like this for most of my tracks because it allows Rust and the rest of the team to listen in and understand my thought process. In these initial drafts, the melody and bassline are written out in full with little to no harmony. I usually figure out certain themes at my keyboard and then record myself playing those themes. Then, I write each note out individually in MuseScore along with all other musical ornaments. Once I get the go-ahead from Posty and Ruby, it’s time to think about harmony. I already have a chord progression in mind here, but this is the stage where I make edits and experiment to see what sounds the best. That leaves us with this second draft: Astra_Cafe_V1.0.mp3 This second draft is what gets sent over to Rust so he can get to work on the mixing. In the file I send him, there are a lot of little notes that explain when to fade certain instruments in or out, where to add some percussion to fill in gaps, and what voices to prioritize so that the listener (you!) hears them more. I’ll now pass it over to him so he can give you guys a better view of his production process. Rust time! Hey there, it's Rust. By the time Darius has sent me the file you just heard, I’ve already been thinking of what plugins and samples to use that would be a good fit for what he wrote and what I think might need to be added to fill out the track. Actually, that thought process starts with whatever first version he sends, even if it's an unfinished snippet. I’ll try to explain the music and production jargon when it’s relevant as I talk here. With the MIDI file (this is just a file that contains instructions on how to play the music, it has no audio), I import that into REAPER, my DAW of choice (DAW being Digital Audio Workstation AKA software I use to put the music together). I then add my plugins to each instrument (a plugin can span from effects like adding reverb/echo to actual instruments like a piano). I actually wanna talk about my thought process for picking these sounds. I try to not choose super new sounds. There are a ton of modern plugins out there that sound amazing and realistic, but I feel there's a certain quality to picking slightly older sounds. Sampletank 4 Max V2 is very new but also not? It's got new stuff, but a nice chuck of presets there are actually old. You can find some classic pokemon sounds in there like the strings and clarinet from HGSS and BW/2. I generally try to pull from sounds that would have been available during the late DS-era of pokemon games. It's not a concrete rule, but it is there. This track actually features a lot of old sound modules from the 90s in the jv-1080 expansion cards (uhh DLC for physical hardware). O K. Back to this track. Putting sounds to the Instruments is really straightforward. Koto? Find a good koto from one of the many presets of my plugin libraries. In this case I mixed it with roland kotos and a soundfont (a file that holds sample data and instructions for playing them) from one of our composer friends who also works with Darius and I on Azure. He goes by DaforLynx, go check him out sometime. In the photo below you can see the plugin I use to play the soundfont plus a reverb effect to fill out the sound a bit more. I am what you might call a preset hero. I love searching through these plugins and finding what sounds they have. This also somewhat extends to mixing the music, but I modify the setting of those plugins to my taste. It really is mostly drag and drop here since we’ve done most of the heavy lifting already. The only thing we really added here was percussion. I remember Darius talking about the conquest OST, so I tried adding percussion to it that matched that. I honestly tried writing my own drum part, but I had a writing block for drums at that moment so I opt’ed for drum loops (prerecorded audio file of drums) instead. The result is what you find below. Astra_Cafe_V2.3.mp3 When we send these drafts and tracks back and forth, it's not just Darius and I making the decisions here. This is a group effort and the opinions of the whole team matter. They can listen and give us their two cents about the music. Even if they don’t know the music or production term of what they want, we can still parse what they mean. With the cafe theme, Delica is Ruby’s baby, so the final call was up to Ruby. Turns out Ruby thought it was a bit too uhh… adventurous? Outdoors-ey? Post-Mortem, oh yeah, 100% right. The drums just made it too “field theme” vs “cafe vibe.” Darius and I sat in a call for a while until we went “wait, how about Lo-fi?” Now I’d like to point out that I’ve only tried writing Lo-Fi twice about 3 - 4 years ago. Luckily, I only had to do drums for this. I found a Lo-Fi kit and wrote what I thought sounded like Lo-Fi in my head and sent that. Is it Lo-Fi? I dunno, but it sounded good and Ruby was happy that we understood her phrasing. After that it was just a few edits and nitpicks in the strings and koto. I really feel like the way I do music is a bit out of the norm compared to other composers and producers, but I feel that imbues the music with a uniqueness that gives it charm. Remember, what matters in the end is that you had fun and you think it sounds nice. Thanks for enduring my rambling, here’s your prize! This is the final version we settled on. (Lil pic of the project at the end too). Thanks for tuning in to learn more about the *m u s i c*! Please let us know what other departments you would like to see under the microscope for future updates! The most rewarding part of working on a team like this is getting to see everyone’s reactions as they experience the art you’ve created and Rust and I are forever grateful that you choose to share that with us. See you in the next one! --------------------------------------------------------------------------------------------------------------------------- How was that music lesson? One of the biggest things for this cycle has been bringing Rust onboard and really diving into an OST for Desolation, and that is something I really want to invest into moving forward. So let us know your thoughts! We love to hear them, anyways, let's talk… Megas. A Mega Performance Yes, I couldn’t think of a title for this section, so here we go. Anyways, one of Desolation’s unique selling points has always been the custom Megas we have implemented into the game. Giving some Mons the spotlight in which they would have never been given the chance before… Until Legends ZA finally released and popped out Megas we already have in the game or Megas we have planned on adding… Hi Mega Feraligatr. But how do we actually decide upon what Mons we want to give custom Megas to? Well the thought process is simple… There isn’t one. Well that’s not entirely true, at the start of each Episode we sit down as a team and look at the upcoming content, a lot of factors come into play. We look at upcoming characters that are joining the Desolation cast, locations the player will be exploring, and then go through the Dex and think about what we think could be “neat” and “unique” to get a Mega. Mega Noivern fell into this category of “we love Noivern, the Canyon is nearby, this makes sense”, and for those who… are new or missed a previous post, yes we’re adding Mega Noivern. I guess I will also reveal that 2 more Mons will be getting a custom Mega this Episode. Which 2? Well I’ll leave you all to speculate on that one. Moving on, once we settle on the Mons, Ruby gets to work with a design. We have a brief discussion regarding stats so the design can be made to look if it’s going to be a bit more of an offensive attacker or a defensive one, on top of whether or not the Mon in question is changing types. For example, Deso’s Mega Feraligatr becoming a Poison type, we had to take into account how to implement a Poison element into its design. Once the design is finalised, I would then get to work on the stat distribution, ability and making a custom move? If it makes sense, for example Cinccino, oh and that includes giving the Mon additional moves if it becomes a new type. This role is now being handed over Omens while I still oversee and have the final say after discussions. But yeah, that’s how we go about the Mega process Basically we throw a dart at a board and whatever it lands on means Ruby goes through spriting hell and I honestly love that for her. (Ruby’s note: God. Save me.) Oh and one last thing, I mentioned about Legends ZA, those Megas? Yeah we’ll be adding them. When? Well either this Episode or next, I really haven’t decided yet how to go about it, but they will come at some point. As for the Megas we have created that now have “official” ones? --------------------------------------------------------------------------------------------------------------------------- How does one end development blogs again? Uhh, go apply to join the team if you think you have what it takes! Seeing how our team has expanded from the original trio back in EP5 development to now really showcases the scale and level of growth Desolation has undertaken over the last several years, and I look forward to seeing what’s next. Until next time folks. Posty
    9 points
  3. 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/1eWDZUz4LkRPxX8ltsEzbTpZsDh_xQ0hv/view?usp=sharing 13. https://drive.google.com/file/d/1O7f89eOvRHPoeZ2HjzuEIz4GRIWz2nTl/view?usp=sharing
    7 points
  4. UPDATE: Fixed encounter rate for Amazan Buizel, changed Caustiosion's abilities for something less op than Water Bubble. Hello! I like drawing fakemon, so I decided to import some of my children as playable pokemon from, the Amaza Region based on Brazil into Reborn! All pokemon in this mod are standalone species, their pre evolutiojs will be named A-(name), this is because I don't know how to add new forms to existing pokemon. Amazan Incineroar! The strongman pokemon! A circus performer that loves to show off how strong it is by lifting heavy objects and helping others! STATS: HP - 95 ATK - 95 DEF - 105 SP.ATK - 95 SP.DEF - 90 SPE - 50 ABILITIES: BLAZE, INTIMIDATE LOCATION: OPAL WARD (REBORN), EAST GEAREN (REJUVENATION) EVOLVES: LEVEL 34 SIGNATURE MOVE: FLUFFNADO (REJUVENATION ONLY) CATEGORY: PHYSICAL TYPE: FAIRY POWER: 90 ACCURACY: 95% SINGLE TARGET, 30% CHANCE TO BURN THE TARGET Amazan Pyroar! The voice pokemon! Its roars are powerful yet beatutiful melodies! STATS: HP - 86 ATK - 52 DEF - 76 SP.ATK - 109 SP.DEF - 78 SPE - 107 ABILITIES: PUNK ROCK, SOUNDPROOF, MOXIE LOCATION: OBSIDIA ALLEYWAYS (REBORN), EAST GEAREN (REJUVENATION) EVOLVES: SHINY STONE SIGNATURE MOVE: BASE BOOST (REJUVENATION ONLY) CATEGORY: SPECIAL TYPE: FAIRY POWER: 80 SINGLE TARGET, SOUND BASED, 20% CHANCE TO CONFUSE THE TARGET Caustiosis, Caustiosion and Deterniclus! The sanitizing pokemon! Poisonous fairies that produce a very sweet fragrant substance that is deadly but can be turned into a potent detergent! Amazan Pyroar! The voice pokemon! Its roars are powerful yet beatutiful melodies! STATS: (Final Form) HP - 100 ATK - 65 DEF - 85 SP.ATK - 125 SP.DEF - 85 SPE - 35 ABILITIES: AROMA VEIL, REGENERATOR, UNAWARE LOCATION: BYXBYSION WASTELAND (REBORN), ABANDONED SEWERS (REJUVENATION) EVOLVES: LEVEL 32 AND 41 ELETROLLITE! The glow charge pokemon! A living lightbulb that resembles Vanillite in apearence, it roosts on lamp posts providing natural illumination for cities, don't make it angry though, it has a short temper! STATS: HP - 79 ATK - 71 DEF - 85 SP.ATK - 110 SP.DEF - 95 SPE - 95 ABILITIES: LEVITATE, ILLUMINATE, ELECTRIC TERRAIN (DISCLAIMER, THIS ABILITY MAY TRIVIALIZE THE GAME, USE AT YOUR OWN RISK) LOCATION: TANZAN MOUNTAIN (REBORN), CHRYSOLIA MANSION (REJUVENATION) EVOLVES: NO Amazan Buizel and Floatzel! The hover pokemon! Amazan Floatzel's psychic powers allows it to levitateand fly at incredible speeds! STATS: (Final Form) HP - 90 ATK - 35 DEF - 80 SP.ATK - 100 SP.DEF - 85 SPE - 105 ABILITIES: THICK FAT, REGENERATOR, SERENE GRACE LOCATION: TANZAN COVE (REBORN), GOLDENWOOD FOREST (REJUVENATION) EVOLVES: LEVEL 28 SIGNATURE MOVE: KINETIC RAM (REJUVENATION ONLY) CATEGORY: SPECIAL TYPE: PSYCHIC POWER: 80 ACCURACY: 95% SINGLE TARGET, SOUND BASED, 30% CHANCE TO FLINCH Dryowstic! The Special Interest Pokemon! Dryowstic is an introvert forest druid with a planting hyper fixation. STATS: (Final Form) HP - 84 ATK - 23 DEF - 76 SP.ATK - 114 SP.DEF - 98 SPE - 71 ABILITIES: KEEN EYE, INFILTRATOR, TRIAGE LOCATION: N/A EVOLVES: ESPURR, DAWN STONE (REJUVENATION ONLY FOR NOW) Amazan Castform! The Dispel Pokemon! A ghostly Castform born from the effects of climate changes, it constantly casts a curse around itself that banishes any form of weather. STATS: (Final Form) HP - 80 ATK - 20 DEF - 80 SP.ATK - 110 SP.DEF - 110 SPE - 20 ABILITIES: CLOUD NINE, CURSED BODY LOCATION: GOLDENLEAF TOWN EVOLVES: N/A (REJUVENATON ONLY FOR NOW) Biolume! The Biolight Pokemon! A mushroom that absorbs light and chemicals to intensify its glow. STATS: (Final Form) HP - 85 ATK - 70 DEF - 90 SP.ATK - 115 SP.DEF - 85 SPE - 45 ABILITIES: TINTED LENS, EFFECT SPORE SIGNATURE MOVE: LIGHT SIPHON (REJUVENATION ONLY) CATEGORY: SPECIAL TYPE: DARK POWER: 80 ACCURACY: 95% ALL FOES IN RANGE, RESTORES HP BASED ON 50% OF THE DAMAGE DONE LOCATION: N/A EVOLVES: GLOOM, DUSK STONE (REJUVENATON ONLY FOR NOW) COMPATIBILITY For some reason, the mods seems to crash when encountering Caustiosis while using the SWN Type Icons mod, other than that it will probably be compatible with anything that doesn't mess with encounter and pokemon .dat. (May have fixed it but will keep this here in case it still causes crashes.) INSTALATION Simply drag and drop the folders into your reborn folder and overwrite when prompred (Please make a backup of your game files and save files beforehand.) If you wish to see the pokemon art in full resolution or check my other fakemon you can see them all in my Tumblr cylland-amaza-region and/or cylland-art. Hope you enjoy! Amaza Region Pokemon Mod (Rejuvenation).zip
    3 points
  5. [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. (Optional) Added change EVs/IVs/Nature/Ability in party menu See the comment below. --- Features: New: Added menu for (Optional)Edit EV/IV/NATURE/Ability See the comment below. Improved code of the learnpatch and util Significantly reduced the loadtimes. *added comments in the code * Adds a Learn Moves command to the party menu for quick access to move relearning. Includes relearnable moves from multiple sources: Level-up moves up to the current level. Starter / first moves. Egg moves (learned or compatible). Tutor moves previously taught to the Pokémon. Any unlocked tutor moves from a global trainer list ($Trainer.tutorlist), filtered by compatibility. Supports pre-evolution level-up moves by referencing the immediate pre-evolution species. Avoids listing moves already known or duplicates. Modular and form-aware — designed to integrate cleanly with custom tutor/egg systems. --- Dependency Handling: Requires nero_learnmenu.rb and nero_util.rb to function correctly. 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. 2. Launch the game — no additional configuration required. --- Check out my other mods: nero_learnpatch.rb nero_util.rb nero_learnmenu.rb
    3 points
  6. Also if the chess field annoys you: just send your pawn in with the move stomping tantrum, iirc Nidoking/Nidoqueen both learn it. Stomping tantrum destroys the field and basically nerfs his team's shenanigans. I always do this lol and it always works like a charm. Re: your team - Radomus doesn't have a psychic only team but rather one that works with the chessboard field. Your team is very dark-heavy, which means Radomus' Gardevoir (which is hella fast) and Escavalier (very slow) will fuck you up either way, depending on whether Radomus managed to set up Trick room or not. If I may suggest: send out a mon that knows Stoming tantrum and to make sure Radomus can't knock it out, either give it a Quick claw (and get lucky with it) or send out a second mon out that's ultra fast and can pull the attention (via Rage powder or something like that)(that would also free Skuntank to hold Dark glasses to further boost its dark attacks). After that, Skuntank can basically deal with his team all alone if it has good support on its side, because it doesn't have a Psychic weakness, can learn Dark attacks, plus it can pull off a Sucker punch too to get knockouts faster. It can ALSO learn Flamethrower to deal with Escavalier and Metagross. Plus, destroying the field doesn't impact the relationship points in any way, so yeah, stomping tantrum goes brrrr. I've found that the best way to deal with major battles (which include gym leader battles) is not to plan agains the opponent's typings but rather around the field in use. That can and quite often does make all the difference - because the fields can buff certain moves/mons so much that really, it doesn't matter if it's not super effective simply because it's just ultra strong on the field and working like a charm.
    2 points
  7. Reuploaded DDDL and Spork: DDDL -added ICSW VS sprite made by Palletite Spork: -ICSW VS sprite made by Palletite (with feedback from Ame!) -new custom shiny Kangaskhan based on Dragon Tales, made by Steffi -Team Chaotix now have sprites based on their Sonic characters, made by Steffi -Toy Robot and Fountain Pen item graphics made by Steffi -added Legends: Z-A character simulations to Planet Spork (the Z-A Mega Evolutions aren't in yet, so they don't Mega Evolve at this time). Additionally, returning characters from XY have been updated to have their Z-A teams -updated level up learnsets for Pokemon in Legends: Z-A -for the Kalos quiz, changed the question about Terminus Cave to a question about which company is in charge of Lumiose City's redevelopment plan -changed Mega Toxtricity's ability from Technician to Punk Rock -added Headbutt and Heal Block as tutor moves -updated URLs for the Crystal Caverns screenshots in the puzzleguide notepad file since Imgur no longer displays in the UK -added Inkay to evomethodsandotherchanges notepad file, as it only needs to be level 30 without being upside down or any alternatives for that I have a VS sprite in the game now! I really like how it turned out, and Ame even gave feedback on it, which led to updates with the shapes and shading of parts of the hair! The shiny Kangaskhan is based on Dragon Tales, with the main one being Ord and the baby in the pouch being Cassie. I think the baby is really cute, especially in the mega form! The Team Chaotix sprites and the item graphics have been in the works for a while! I checked to see when Steffi first showed me Espio (which is my favorite of the three sprites!) and it was in 2019. I didn't know Vector and Charmy had been made too until a few days ago I did know about the items though, as Steffi's had a goal of making graphics for all of Spork's custom items, with Gummy Teddiursa, Frontier Pass, and Soup or Potion having previously been completed a few years ago. The Toy Robot's face is adorable, and the pen looks nice! Thanks a lot to Palletite and Steffi for all the new art in this reupload! Also, thanks to Ame for the ICSW VS sprite feedback, and to Vince&Sylveon for helping us resize the Team Chaotix sprites! In the last reupload post, I mentioned that I was going on a trip on October 18, and that I wasn't sure how long it would be. That trip actually got canceled, but there could be another one coming up. This one would just be for a few days, so it wouldn't be a super long absence if anyone needed save file help during that time. It's been a very eventful year for Spork! There have been map revamps, VS sprites, updated as well as completely new trainer sprites, a lot of new custom shinies, a new region map, the Memories of Ceolis, our own Game.exe icon, among other updates. Some of them have been wanted or planned for years, and we're making a lot of progress for future plans as well. And the year isn't over yet. There's something Steffi has been hoping for me to add in time for Christmas, so hopefully I'll be able to deliver!
    2 points
  8. the new movepool document (prior to 19.5) has not been ported over. It's gonna be an Reatomized exclusive feature that Gelius worked really hard on it. Since AllGen wants to give the opportunity to get canonical circumstances, thus the moves were updated to the mons' most up-to-date movepool rather than a custom one. I know there are custom features, but they are minor and mostly optional. Please don't hurt me.
    2 points
  9. 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: (v94 - updated 16/08/2025) 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:
    1 point
  10. What should you expect from Extremejuv? 100% Completed and reworked up to the end of the current version! Difficulty is handled with password!!! "extreme" "normalmode" "casualmode" EVERYONE CAN PLAY!!! Documentation: Mechanical changes, Mods, QoL Pokemon Encounter Locations/Changed Evo methods -Catch every legendary Pokemon, 50+ NEW Aevian forms (not counting pre-evos)! Megastone/Z-Crystal/Crest/Item Locations -Every mega stone obtainable, 17 new crests obtainable! Custom Moves/Reworked Moves/Custom Abilities -89 Custom Abilities! 80 Custom moves! Loads of useless moves - reworked! CUSTOM Field Manual -56 Fields in total every field is used throughout! (3 Custom fields) Major battles guide order -300+ UNIQUE FULL FLETCHED BATTLES WITH MANY TWISTS AND CREATIVE IDEAS!! TM Locations -Every TM is obtainable (160 in total) || Move tutor has changed, moves unlock automatically after badges!!! __________________________________________________________________________________________________________________________________ Some of the new forms and custom shinies: New Areas, New Quests, reworked quests. Catch new Aevian forms like Aevian Milotic (Terajuma variant): DOWNLOAD THE GAME HERE If you need help/support regarding bugs please only ever contact me on discord @crtolu or Grp in the rebornevo discord! __________________________________________________________________________________________________________________________________ This mod is a stand-alone game, you dont need a clean vanilla file you just download - unpack, update your game and start! Please dont add any mods or anything else, the game got drastically edited, adding mods could heavily impact the games performance! -Engage in cool battles with chracters across rebornverse! (Deso and Reborn) -Allgen eeveelutions obtainable in the game post angie (all of them) -More field interactions! 3 complete unique from scratch made custom fields! (Stormy field and Battlefield of Gods + new field Dojo) -New field overlays: Volcanic, Starlight, Corrosive, Dark crystal cavern, Swamp, Icy, Desert, Stormy (new field as overlay). -Polished base game adding massive Qol to make repeat runs more feasable. (Fast travel teleporter, story skips, quest skips) -Mono/Dualtype challenge lobby that presets your starting roster and simply adds the pokemon for free. (Terajuma Shipyard) -Legendaries obtainable as early as Chapter 7,8 and forward -New accessable custom areas with more fights and high tier rewards throughout the entire game. -Starts with Terajuma password for a better experience skipping the low power creep and jumping right into the action! (Reworked every Terajuma team!) Aevian Nightclub inspired by Reborns! README Extremejuv CREDITS.txt
    1 point
  11. While this has been pinned in the rebornevo discord server, I also think it’s wise to post here. I made a new damage calc! https://reborn.rebornversecalc.com !! Go check it out! Should have every trainer, main game and postgame, various changes to the damage calculation formula to make it more accurate to how it will work come 19.6 (the current formula is very somewhat to canon), and more features I hope will help in calcing. There’s also plans for a rejuv and deso calcs, though those are extremely under construction and I don’t have personal plans to do significant work on them. If you want to help with developing them - or adding to the reborn calc - feel free to reply!
    1 point
  12. For the last week I've been putting together a sprite pack that will add the Rejuvenation protags! It's a full pack, that includes sprites like, Tauros ride, Minecart, the Mewtwo quest, and the Labradora segment The sprites are set up to replace their corresponding protag (white boy replaces white boy, ect..), so please keep that in mind. Aevis (Replaces Vero) Aevia (replaces Alice) Alain (replaces Decibel) Axel (replaces Kuro) Ariana (replaces Lucia) Aero (replaces Ari) Ana (replaces Alice) Since there is an extra protag, Ana and Aevia both replace Alice! You'll have to pick one or the other if you're planning on installing more than one protag at a time (or you can rename the files yourself) So yeah, all 7 protags, 4 outfits each (excluding Ana, since her Xenogene outfit is the same as Aevia) making a whooping 27 sprites to choose from, go wild DOWNLOAD LINK 8/27/24 edit: 8/30/24 edit: -Added the Xenogene outfits! This gives another 6 outfits to choose from, bringing the sprite count from 21 to 27 (Ana's Xenogene outfit has not been added, since Aevia and her share the same sprite) -Tweaked the Installation instructions a bit, making it so the files can now be dropped in the patch folder in located your main Reborn folder, without overwriting the original protag sprites
    1 point
  13. Hi this is my first mod that i made and just wanted to share. This makes pokeballs from Gen1-Gen7(all reborn pokeballs) pokeballs to have absolute catch rate. It doesn't work with custom(modded) pokeballs Tested with All Gen beta(works completely fine) Check out my other mods: AllCatch_Reborn.rb
    1 point
  14. Thanks for this! Giving it a try.
    1 point
  15. First and foremost, getting past the pawns' Focus Sash ability and preventing Trick Room from going off will make things much smoother. An easy way to do it is either using Fake Out to break the sash effect or using a multi hit move, preferably super-effective ones. His mons except Metagross have weaker physical defense, so physical attackers are ideal. They're also slow due to expecting trick room. For mons, you can use a strong bug type like Scolipede or Beedrill that get multihit bug moves (Pin Missile for power and Twinneedle for reliability) . Medicham, Hitmonchan, and Hitmontop get a variety or strong moves boosted by abilities despite being Fighting types. Ambipom gets both Fake Out and a variety of technician-boosted moves, including Beat up and Feint Attack (further boosted by the terrain). Bruxish and Tsareena both are physical attackers with abilities that block all of Metagross's priority attacks. As with all Double Battles, aoe attacks are great, especially combos like Manetric and Raichu boosting each other with Discharge and Lightning Rod. For items, Silverpowder can be found on wild Mothims and Wormmadams (both rare Headbutting trees in North Aventurine Woods. Black Glasses are found on wild Sandiles in Tanzan Mountain. Spell Tags from wild Shuppets, Duskulls, and Yammasks in the Abandoned Power Plant. Gems also work, as well as Plates if you're patient to soft reset on mining rocks. If you use special attackers. Synthetic Seeds give a free Special Attack boost. Working around the boss' strategies or beating them at their own games is how to win.
    1 point
  16. the relearn move option stay on the same menu as the tmx use, or summary/rename etc etc for the iv edit you have to download the config from the post below , it will show in the same place
    1 point
  17. Reuploaded: -added ICSW VS sprite made by Palletite -Mega Toxtricity's ability changed from Technician to Punk Rock
    1 point
  18. Very cool mod, works perfectly and doesnt interfere with any other mods i currently have installed (not that it really should given that it doesn't edit any of their names lol) - AllGen and SWM modpack
    1 point
  19. Carol: Wendy: Barker: Barker during Christmas:
    1 point
  20. Felicia: Felicia during Spring Break: Couragi during Shark Week: Couragi for Christmas:
    1 point
  21. Re-upload! Thanks to Vince&Sylveon, he managed to fill in the remaining 45 tms as well as four mega stones for Meganium, Clefable, Falinks, and Froslass. Their mega sprites are still the base sprites as placeholders. Because of filling some TMs in, three new optional areas are available to explore (Hidden Island 7, Hidden Island 7 interiors, and Hidden Island 8) as well as remodeling two of the areas to add more items to collect (Pixie Babylon and Radioactive Meadow). Now that the majority of the important items have been made available, I'm pretty much set to start V11 anytime, though I can't reveal what this chapter is about at the moment.
    1 point
  22. This a small script which repurposes an old essentials function which let you take pixel perfect screenshots. I modified it to change the keybind tthe 'P' key when ingame. The screenshots are stored in the game's root directory in the Screenshots folder. To use, put this file into patch/Mods (create the folder if it doesn't already exist and run the game. System_ScreenshotFix.rb Report any bugs (there really shouldn't be any) here on ping me @paradoxvault in the #reborn-mods channel in the server.
    1 point
  23. I just checked the current docs and it's correctly listing Bombirdier in Onyx Arcades. You must be having an old version. It's an alternate area you can access after beating the E4 and finishing the Spirit Quest in Victory Road. Talk to the Hiker in the Poké Center again to start the Paradox Quest. You can enter these areas left and right after entering Victory Road. I have no clue where that issue could stem from. The sprites in the patch folder are always prioritised (usually) so maybe something happened during your installation? I assume you have already have the latest 19.5 version?
    1 point
  24. Hi this is me again with another nonsense xD This mod makes gardevoir transform when fainting (works like a battlebond) - There are 2 Gardevoir forms you can choose from Celestial Form: Psychic/Fairy, enhanced Moonblast (100 BP, hits Steel/Fire for super effective) Harbinger Form: Ghost/Fairy, enhanced Shadow Ball (90 BP, hits Fairy/Dark/Fighting for super effective) Item you need: Just use the following on Gardevoir items: Blue moon ice cream for Celestial Awakening Blue moon lemonade for Harbringer Awakening Installation: Just drop the folders in reborn dictionary patch folder. Credits: I do not own any sprite that used in this mod @Fervis for the sprite sheet. Rejuv team for the Harbringer sprite And A spriter in InfinityFusion which i still trying to reconnect with if any of this creators disagree with this I'll remove it from this mod. patch.zip
    1 point
  25. Renegade my beloved peak is so close (I really miss M2's humor/chaos) ):
    1 point
  26. This is a fenomenal dev blog post. I guess I have another excuse to play the entire game again from start to finish to enjoy this game through it's fullest extent. I also want to gave major props to you Jan and the rest of the developers to go through the early game after each update and try to make it better and better. This makes sure the game improves overall and there won't be any quality differences in the beginning and the end. There are not many projects that go through the extent that the rejuvenation team does. Also the last image with aevia looks absolute fire in this setting. I have never seen any fangame with many different charachter sprites and outfits. It's time to get the hype train going again
    1 point
  27. Suddenly I feel Rejuvenated... y'all have been doing awesome work! V14 is looking to be a RIDE
    1 point
  28. They are different story paths depending on certain factors and a major choice late game, you can only do renegade if you actively know how to pursue that path with outside info imo, the requirements are kinda annoying. (Good thing I have no interest in that route lol, I don’t like bad endings) that’s all I can really say since u haven’t played renegade route and I don’t wanna spoil any story stuff. If you wanna know more there’s always videos showcasing each route on YouTube and guides on how to get each on the rejuvenation subreddit.
    1 point
  29. Hey, so just dumping this edit on Aveia's alternative outfit, where I've edited her hair colour to be blue and the overall colour palette to be darker, fitting for Reborn's vibe. DOWNLOAD LINK
    1 point
  30. Sylph Islands Pokedex: 1) Eevee 2) Vaporeon 3) Jolteon 4) Flareon 5) Espeon 6) Umbreon 7) Leafeon 8) Glaceon 9) Sylveon 10) Igglybuff 11) Jigglypuff 12) Wigglytuff 13) Cleffa 14) Clefairy 15) Clefable 16) Alolan Vulpix 17) Alolan Ninetales 18) Galarian Ponyta 19) Galarian Rapidash 20) Koffing 21) Weezing 22) Galarian Weezing 23) Mime Jr. 24) Mr. Mime 25) Galarian Mr. Mime 26) Mr. Rime 27) Togepi 28) Togetic 29) Togekiss 30) Azurill 31) Marill 32) Azumarill 33) Snubbull 34) Granbull 35) Ralts 36) Kirlia 37) Gardevoir 38) Gallade 39) Mawile 40) Swablu 41) Altaria 42) Audino 43) Cottonee 44) Whimsicott 45) Flabebe 46) Floette 47) Florges 48) Spritzee 49) Aromatisse 50) Swirlix 51) Slurpuff 52) Dedenne 53) Carbink 54) Klefki 55) Popplio 56) Brionne 57) Primarina 58) Cutiefly 59) Ribombee 60) Morelull 61) Shiinotic 62) Comfey 63) Mimikyu 64) Hatenna 65) Hattrem 66) Hatterene 67) Impidimp 68) Morgrem 69) Grimmsnarl 70) Milcery 71) Alcremie 72) Fidough 73) Dachsbun 74) Tintatink 75) Tinkatuff 76) Tinkaton 77) Happiny 78) Chansey 79) Blissey 80) Indeedee 81) Pichu 82) Pikachu 83) Raichu 84) Alolan Raichu 85) Plusle 86) Minun 87) Pachirisu 88) Togedemaru 89) Morpeko 90) Chikorita 91) Bayleef 92) Meganium 93) Hoppip 94) Skiploom 95) Jumpluff 96) Shroomish 97) Breloom 98) Skitty 99) Delcatty 100) Budew 101) Roselia 102) Roserade 103) Castform 104) Snorunt 105) Glalie 106) Froslass 107) Cherubi 108) Cherrim 109) Falinks 110) Tandemaus 111) Maushold 112) Type: Null 113) Silvally 114) Phione 115) Manaphy 116) Xerneas 117) Diancie 118) Tapu Koko 119) Tapu Lele 120) Tapu Bulu 121) Tapu Fini 122) Magearna 123) Zacian 124) Enamorus 125) Scream Tail 126) Flutter Mane 127) Iron Valiant 128) Fezandipiti 129) Arceus 130) Partner Eevee (based on the same Eevee in Let's Go series that never evolves, albeit stats enhanced to make up for not evolving, can't gigantamax or use Extreme Evoboost either) 131) Pikachu Libre 132) Pikachu Belle 133) Pikachu Rock Star 134) Pikachu Pop Star 135) Pikachu P.H.D. 136) Rezael (Four winged Sylveon, most likely based on a unit from Cardfight Vanguard named Fated One of Miracles, Rezael and/or Fated King of Miracles, Rezael Vita) 137) Rifistor (Silvally variant, most likely based on a unit from Cardfight Vanguard named Mythisch of Miracles, Rifistor) More species may be added beyond 137 if needed. Edit 1: Sylph Islands Pokedex Overhaul due to the Chikorita line being added.
    1 point
  31. Sprites made by @Ghost Chan UwU massive probs and shotouts to this talented !!! NEW SHINIES???? RAINBOW PRISM AURA WITHOUT NEEDING TO HOLD BLACK PRISMS?!?!?!
    1 point
  32. Pokémon Vanguard is peak!!!!!
    1 point
  33. Hi as i played my playthrough in rejuvenation(currently) taking a break from reborn's post game content i ported my mod learn menu for here It has: All the features of basically party menu with addition of Edit Stats: IV/EV/Ability/Nature Relearn screen + my relearner Integration *Relearner now can show eggmoves,pre-evo, *Installation* Just drop the 2 .rb files on data/mods or patch/mods whatever you using in this 2. *Note* I already know there is another mod does the similar thing, i just want to share mine. So please do not go all out on this. patchlearn.rb party.rb
    1 point
  34. Hey guys i updated the menu it will have the same features but i just added Fixed crash cause by the menu when pressing "A" Again overall improvement to the menu/code Fixed joiplay crashes* and new and improved code. New*(ability changer) only legal abilities 1. Edit EVs & IVs Accessed from a new command in the Pokémon menu. Lets you: Set individual EVs Set individual IVs (0–31 per stat). Randomize all IVs. 2. Nature Changer Part of the same "Edit EVs" command. Lets you: Choose any nature from the full list. Remove a forced nature override to revert to the Pokémon’s natural one. 3. You can now also choose the ability (Legal/Available to the pokemon) Again this update just adds something and won't matter unless you want the new features. nero_learnmenu.rb
    1 point
  35. 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 13.5 and should all work with 13.5.6. They are very modular and shouldn't break on small updates. Some are original for this version, some had ones with similar effects but aren't actually ported from those while others are ports of mods of other rebornlike games and versions. 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. 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 this QoL Mod Compilation Pack for Rejuv 13.5. @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. @EvGym aka Gym. Battle_SpeedUp is based on his mod for v13, and I also helped him on porting it to v13.5. That said, the version here is slightly different than Gym's. @Lillietea ported the SortPc made by @VeryBasic for Reborn. @Waynolt a lot of his modular pack has been ported to v13. @AiedailEclipsed the Mining Overhaul has been ported from him. @DemICE some of DemICE's mods have been ported or have been used as references when making new ones. @Anddy for the original mods used to create ItemReplaceRestore. You have to drop the folder in your game's folder. The Subfolder Data/Mods is already created with the correct structure. Mod List: Rejuv 13.5 QoL Mod Compilation Pack Changelog: Small Bug Fixes I found small bugs when playing that aren't a big deal and no priority for the mods to fix, but they irked me so I fixed them. The method to apply them is the same as with the mods, but you will have to accept replace the files. Note that fixes depend on the version. These have been updated for Rejuv 13.5.6. List of Small Bug Fixes: Small Bug Fixes Changelog: Downloads: August 12th Update: QoL Mod Compilation Pack Update 21.rar Alternative SystemScreenshootFix.rb by @CrystalStar (May 5th 2025). Save scrrenshot on dedicated folder with current time as file name and png format: System_ScreenshotFix.rb Downloads for fixes: Small Bug Fixes.rar Map119.rxdata You can also check my ShowMoveEffectiveness Mod. Old Downloads:
    1 point
  36. Two things. Love the game so far, however. Still really glitchy despite updating with all current patches. Also and in my opinion this is more important, can we please either 1. slow down the day/night cycle or 2. provide an option to turn OFF the unreal time. PLEASE!!!!
    1 point
  37. Don't report bugs to the devs if you are using mods. If you have issues with this mod use this thread to report it or contact me by Discord. The rar comes with the proper folder structure, just throw the contents into the game folder. You don't need the old versions unless the current one is giving you issues that an old one didn't. This mod is last updated for 19.5.6. If a newer update broke it, please tell me. Older versions may not work with last version of the mod. Ported from the version I made for Rejuv 13.5. This mod adds a QoL present in recent games, the one that shows the effectiveness of our moves. We can already check the types of the enemy, so this is saving us time from checking that fi you don't know the types and having to check what works better. Some people love this, others hate it, which is why I am providing it separate from everything else. Of course, bonus effects from the fields are also shown but that’s already available in non-modded Rejuv. The graphics to show the bonus of the fields differ with this mod to being able to show everything while looking good though. There are five indicators: Ineffective, 1/4, 1/2, x2, and x4, which is shown with colors and symbols very similar to how buffs and debuffs fields were shown on vanilla. Now fields are shown with a big + or - of green or red color on the left side instead. There is also a big brown X when a field make a move ineffective. On double battles you are shown both enemies, with the icons on left or right matching the opponent in question. If you think this mod can be improved further because something isn't being shown properly, please tell me. I know I can get more into specifics to get it better. Download Update 6: ShowMoveEffectiveness Mod Reborn Update 6.rar Old Versions:
    1 point
  38. Hi and Welcome to Ep19: Pokémon Reborn Items and Services Guide PLEASE UPDATE YOUR GAME BEFORE SEARCHING AND ASKING ABOUT ITEMS The guide is Complete as of the latest version with the items I found myself in the game, it might include some SPOILERS so be warned! If you find any more items and services I haven't included, please comment below from where you can find them. Make sure to use the ITEMFINDER later once you get it, it's very useful and handy while you search! While you look around make sure to check BOTH the All Items and Shops tabs for a complete items search!!! .Have Fun Hunting. Google Spreadsheet Links: Sortable > Pokemon Reborn Ep19 Item Guide (Shared Link) (could be laggy) Not Sortable > Pokemon Reborn Ep19 Item Guide (Published Link) (not laggy)
    1 point
  39. The gems on my wrist are Azure Left my island, now I'm coming ashore Don't need holders, I got the master key Think you're a match for me? That's just blasphemy Slice you into pieces of three when I bring out the steel like Lisa-Marie Shatter your Pride and turn it to Envy, you don't want me as your enemy Your Wrath has no effect on me, Sloth's what becomes of your enmity You Rose to the occasion but didn't do your due Diligence Had no Data to back up your perceived brilliance Then lost your Minerva when you stepped in my Demesne Origin or Altered, your route ends in pain This is my Charity Dump your ego overseas, Lake Verity To the Doctrine and the Church, here's some clarity We all need to stand together, solidarity
    1 point
  40. I am tired and relieved and nervous and grateful, and I've said so many words already that I don't know if I want to say that many more. There's a million people I have to thank, and I haven't met most of you. But we're here, And I'm done. Rather than going on and on about my own gratitude, I prefer to let the work speak for itself. But you-- whoever you are, whenever you are-- I appreciate you for being here. Downloads are here. -- Reminders for returning players who did not participate in testing: Do not start the game from the following areas: Mosswater Factory Malchous Forest Obsidia Slums Rhodochrine Jungle Apophyll Cave Lapis Ward Route 2 Inside Pokecenters/Marts Calcenon City Route 3 Caves Agate City For returning save files, head to Calcenon City to continue the story! Some Notable Changes: Field effect changes are in the Readme as usual. -- One more bonus for anyone who might be interested. It's been a while since we put up some new wallpapers. I had commissioned a couple to help fill the three year gap between this and the previous release, but for potentially obvious reasons, I ended up not having the time to put them together until recently. So, why not take a gander here? I'll post the full versions below. If you need other aspect ratios, check the Wallpapers page. And now, it's time for me to step back. I'm not going anywhere. This is my home still. I have no intention to stop making games. Soon, it will be time for me to turn my attention back to Starlight. But as far as Pokemon Reborn goes, I'm done. I'm done. As for the game itself... who knows? Cass will be taking over development of any future polish updates. I will still be around for consultation, but I am moving on and we have no new content planned at this time. The possibility exists for the future. They say it takes a village to raise a child, and this game has been my child. You all as a community have already done so much to help it get to this point-- from modding to translation, making guides, and even just helping random newbies on the Discord-- so I leave it in your hands now. We'll see what we can do in the future to get more and more of you involved. We might have a celebration stream soon on Twitch or something. And though not soon, I also intend to do a developer commentary playthrough there as well in a few more months. Maybe look forward to it? For now, I am going to lay down and catch my breath. Love and gratitude, ~ -- hi this is cass! editing ame's post after the fact. she will never tell you this herself (which is why i gotta come in and do it) but there's a patreon for the dev team! you can support us and future work (starlight and whatever else comes up) there! also- do y'all remember that giant hand-drawn map of region that ame made? it's a poster now! you can get those here! and, finally, from myself and the rest of the dev team: we hope you enjoy the game! this is essentially volunteer work for us, so we just hope that y'all like what we put together.
    1 point
  41. I realize this thread is 2 years old but I found this thread looking up how to do this for myself since I hated having my Pokemon disobey me because I played the game lmao.... super anti-fun so I'm gonna leave the REAL solution below (all you need is the game and PC's default notepad) Go to the game directory -> Scripts -> Reborn -> SystemConstants.rb. Open with notepad and the level caps for each badge are displayed on top, simply edit the numbers to whatever you like best. That's it, nothing too complicated, happy gaming!
    1 point
  42. 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:
    1 point
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