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Hey friends! It's been a minute since anything has been posted on the dev blog proper, but I've got something to share. Today I received an email containing a video and a photo of the contents of an envelope had been sent to me. I can't seem to embed the video itself, so I'll have to describe what's going on with that. It's rather interesting though—it was a doorbell video. Weirdly enough, the person recorded on it seems to be... The SPU Delivery Guy? Y'know, the one who delivered those packages from the Puppet Master way back. He's talking to someone inaudible off-camera, but more importantly, what is he doing here? Hang on, let me transcribe it for you... "Yo! Is anybody home? I've got a rush delivery for P̸͡L̸AY̴͢E̢͘R̷̸! ...Oh, they're not home again? Man, I always seem to miss them whenever they've got a package to receive huh? Sure, it's been a while since I've last been here, but it's kind of a weird coincidence that they're never around whenever I am. Kind of a shame too, as I probably won't see be able to meet them for real in the future. Either way, there's an envelope that's addressed to them, so if you would be so kind to hand it to them when you next see 'em, that'd be fantastic. ...What? What do I mean I won't be able to meet them? Well, I'm leaving the city, actually. This is my last day at work y'see, and I'm leavin' for greener pastures in two days. My boss didn't want to extend the duration of my contract, and I decided enough is enough. Too much freaky stuff happening 'round these parts anyways, what with the freak accidents at Axis High 'n all... I don't want any part in it, so I'm headin' to Galar. I've found some work there instead. ...Yeah, thanks man. I'll do my best out there. You take care, too. You better stay safe out there." ...And that's it. The second thing that was included in the email is the package itself—the envelope that the guy delivered. Inside the envelope was... Tickets for a farewell concert for Risa Raider...? But... That shouldn't be possible. As we all know, she's... ... Oh, the mail that contained the video and photo had a bit to say about the ticket. "The tickets seem legit, but there's something off about them. When you hold one up, it looks as if the image of Risa on the front of the card glitches out ever so slightly, as if she's opening her eyes to smile at you. I'm not sure if I hallucinated it or if it's real, but the tickets give me the creeps." Finally, the email described a date was listed on the back of the ticket. July 13th. Strangely enough, there was no venue location included... But instead, it lists that a promotional video for the concert shall be released that day. Perhaps the place where the concert will be held will be announced in that video? Something shifty is going on with this whole thing, that's for sure. Perhaps it's best that we keep an eye on the situation for now. We'll keep you posted! o765 points
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(Disclaimer: This post will probably be updated as time goes on today if there's anything I missed or realize I want to add later. Or maybe not!) 1.) DO NOT MERGE YOUR V14 FOLDER WITH YOUR V13.5 FOLDER Hey there! It's finally time again! This is not the release post. This is a quick post to help make your save file transition from v13.5 to v14 is as smooth as possible. First, let's start with this: PLACES THAT ARE NOT SAFE TO SAVE/LOAD UP IN: DISCORD INTEGRATION: Rejuvenation is now officially supported on Discord! No more Poker game or Age of War or whatever it's called in your activity sidebar. GEN 9 + ZA Megas: Gen 9 is now included! This includes numerous moveset updates. I said we weren't including ZA Megas and that's somewhat true. All sprites and stones have been implemented, but only those with official abilities are actually included in game. Go nuts trying to find some of them! JOIPLAY/KIRIN: We do have builds for Joiplay, but calling it official support may be a bit of stretch. These are highly experimental builds and maintaining overarching support is something we aren't putting at a high priority right now. There ARE some issues that we already know about that CANNOT be fixed by our side. The developers of these will have to take care of them. Same goes for Kirin. THE PROLOGUE + NG+: The prologue got some big changes if you weren't aware. It has an extended story if you have a completed v14 save. NG+ Is actually quite extensive this time around. So once you're done playing v14, there's more adventures to be had if you so wish to experience them! Some of them are very... very interesting. And I reward you handsomely for taking the time to play again :). I'll leave it at that. CHAPTER PASSWORDS: V13.5 brought in a Terajuma Password that allowed you to skip directly to Terajuma. v14 Brings in a new password that skips you directly to Act 2, Chapter 9. I really wanted to get a Karma Files password ready for release, but this password is already very experimental. I expect there to be some unforeseen issues with this one. Tread carefully with this one, but it should work okay. In the future I hope to have the Karma Files password skip ready as well, but ACT 2 is so extensive that it takes a lot of time and testing. I hope you all understand! RANDOMIZER SUPPORT: Unfortunately due to all the major systems changes we've had, having this in time for release was not feasible, but we are working on support later down the line! HOW TO START CHAPTER 16: But first, I have to mention something. I know a lot of you Renegade fans are itching to jump into Renegade first. I highly, highly do not recommend that you do this. Renegade acts without regard to spoilers in Paragon. And some things in Renegade will flat out NOT MAKE SENSE without context from Paragon. I HIGHLY recommend that you play and complete Chapter 16 in Paragon FIRST.53 points
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No turning back. It all ends here. With or without you. ...But where are you? When are you? Instructions on what to do before and after loading can be found HERE. DOWNLOAD THE GAME HERE OR HERE Patch Notes (V14.0.0):29 points
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Greetings, you probably don’t know who I am. I’m Falirion, one of the Programmers for Rejuvenation. So if I work on Rejuvenation what am I doing on Reborn’s devblog? Well since Reborn, Rejuvenation and Desolation all share our primary codebase I was asked (yes, asked, please ignore the banging on the barricaded door in the background) to talk a bit about one of the more major code reworks that have been done during 19.6’s development, the rework of the move resolution in battle, a part of the Code that was essentially rewritten from scratch. I will give the warning right now, this is going to get technical. So let’s start with the obvious first question. Why? Why fully rewrite a section of the code that was already working fine? Well, because while in the grand scheme of things it was working correctly, about 95% of cases or so, there were several existing bugs that were ultimately deeply rooted in how we actually handle the resolution of moves. We had a collection of bugs that all ultimately boil down to a certain older bug that has plagued the codebase since before I was even part of this community and probably even since the start of Reborn’s development. Our older Players may remember the so-called “spread damage bug”, a bug in which, when using a damaging move that affected multiple opponents, the second affected target would take more damage than it should, if the first affected target fainted to the attack. This was due to the double battle spread damage reduction not applying to the second target because, due to the first target fainting, the game didn’t recognize anymore that it should reduce this damage for being spread damage. Now of course this bug has been fixed for a while so why is this relevant? The fix to this bug is what a programmer colloquially refers to as “duct tape”, a more or less sloppy fix that resolves the issue but doesn’t really address the root cause, like using duct tape to try and keep your headphones from falling apart instead of replacing them. In the earlier mentioned bug collection almost all of them were a variation of this: something happened when dealing damage to target 1, and this would then affect how the move interacts on target 2 (typically the damage) when it in fact shouldn’t do this. Some examples are Moxie, Beast Boost, Soul-Heart and Water Spout or Eruption vs Rowap Berry. And the root cause is the same we were for all these years doing move resolution wrong, simple as that. The issues can be boiled down to 3 key points: Timing, Referentiality and Structure. Before explaining these, a quick aside. When explaining these I am going to refer to 2 Moves in particular Stomping Tantrum and Dragon Darts. This is because the functionality of these 2 moves taught me a fair bit about how the move execution needs to be to work correctly. And while I assume that most people reading this are familiar with Pokémon mechanics, for clarity a quick rundown: Stomping Tantrum is a damaging ground type move which doubles in power if the previous move the attacker used has failed… for most reasons, hitting protect for example does not activate this power boost. Dragon Darts in single battles is just a 2 hit attack, kinda like dragon type double hit. In double battles however this move has a quality we will call smart targeting, it will attempt to hit both opponents once each, if however the move would fail against one of the targets, it will ignore that target and instead hit the remaining target twice. So since we are now on the same page... Of the primary issues Structure is by far the most important one, but I will keep it for last so let’s start with Timing. Now, in the old move execution the general order of things isn’t inherently wrong; first check that the move doesn’t fail, then calculate and apply the damage and then handle the effects. It’s just the logical order of things. However the failure check was happening way too late, in particular for dragon darts, by the time the failure check was happening we had already determined which targets we are hitting and how often. Which is a problem for Dragon Darts because it needs to know whether it would fail or not to determine who to hit and how often in the first place. As such we had to move failure checks a lot earlier and while doing so we noticed, a lot of specific failure conditions were checking at the wrong time entirely, in fact type immunities and primal weathers were part of the damage calculation which is just wrong on so many levels. So let’s talk real quick about failure conditions, in Reborn 19.5 code they are generally in 2 places, at the start of move execution in a method called “pbTryUseMove”, which covers things like being asleep, paralyzed and other things that prevent the move from happening and as such not using PP, and “pbSuccessCheck” which covers just about all the rest just before the move would deal damage. If only it was so easy… After the rework we categorize them into 4 categories (numbered 0 to 3 because we are programmers so we start counting at 0). category 0 is “pbTryUseMove” and is largely the same as before so moving right along. category 1 is new entirely, timing wise it happens after subtracting PP, but before the activation of protean for example. This includes things like primal weathers and queenly majesty, the move is canceled in its entirety, usually irrespective of the explicit target (queenly majesty is a side effect ability, who actually has the ability is irrelevant). Only exceptions here are sucker punch and poltergeist, which directly check for the target here. category 2 and category 3 are both equivalent to “pbSuccessCheck” and are still in this method. Why are these categories separate if they are in the same place? Well I personally also call Category 3 "the group of random move specific failure conditions that exists because Pokémon code always has to be weird and wacky" but that’s a mouthful. The difference between Category 2 and 3 is that Category 2 conditions are checked before checking Accuracy while Category 3 conditions are checked afterwards. To be frank I was tempted to ignore this but there is a quirk about this that is relevant to Stomping Tantrum. Which leads us to Referentiality, an issue largely specific to Stomping Tantrum, as mentioned earlier not all failure conditions actually activate Stomping Tantrum’s power boost. Hitting into a target’s Protect (or equivalent) for example. Another group of failure conditions which don’t count for Stomping Tantrum are in fact all Category 3 failures. Any Failure condition that happens after the accuracy check will not activate the damage boost. Which brings us to the key problem, how do we even recognize why a move failed? Can we even? In the old move execution, we could not, the move failed and there was no reference as to why. Additionally in the Timing category I mentioned that we are checking move failure before determining who and how often we hit them. There is a problem with this, when we check whether a move fails against a certain target now, we are before the point where we handle anything, so we have to delay the effects and player feedback for these failures. Which means we need to know why a move failed after the check is finished. As such we are using what we call hit flags. In the above screenshot you see a bit of the failure handling, along with a lot of examples of these hit flags. They are kept for each target the move targets and make note of what happens to the move against that target. For Stomping Tantrum’s case we can check against these hit flags and make the effect not activate if any of the ones that shouldn’t trigger it are included. So lastly Structure. The primary problem was that when handling moves damaging multiple targets, we were handling targets sequentially, which is to say one after the other. We were checking failure conditions, calculating damage, applying damage, applying effects and so on for one target fully before moving on to the next. Which is the root cause for most of the bugs I mentioned at the start. So if that is wrong what is actually correct? The targets in canon are handled in parallel so we first check for move failure for all targets before then handling those failures for all relevant targets, before calculating damage on all targets, before applying… you get the idea. This approach prevents what happens to the first target affecting what happens to the second, because the damage you are dealing to the second target has already been calculated. This also lets us remove the Duct tape fixes and have overall cleaner code. So how do we actually know that canon works this way? Dragon Darts is a big hint. Not only do we need to know whether the move fails against all targets before calculating damage, we can also tell that failure checking works similarly in parallel based on how Dragon Darts acts when it fails against both targets. When Dragon Darts fails against both targets the player will only receive the feedback for one of those targets, the other target being ignored entirely. The feedback received relates to the target whose failure condition has the least priority when checking failure conditions Let’s look at the reworked pbSuccessCheck real quick. What we see here is that first it creates an Array of hit flags, one hit flag for every target the move targets. Initially the hit flag is on “:Success”, indicating a move that connects with the target. Then it checks each possible failure condition, in order for all targets before checking the next one, in order on this screenshot, whether the target is hidden via the effect of the ability Commander (gen 9 ability jumpscare!), whether the target is in a semi-invulnerability turn (like Fly or Phantom Force), whether a priority move is blocked by psychic terrain and whether the move is blocked by Wide Guard. Between each of these it runs a method called “successCheckFinished?” which ends the check when it detects that the move would fail against all targets at this point and also does some filtering for Dragon Darts to remove the first target that failed. The point here is that the failure condition check also runs in parallel and has a very specific order it checks these conditions for and this order matters. Structure was also significant in a different way, fixing this required a ton of work. Depicted here is the method "pbEffect" as it is in 19.5 Reborn the primary method of move handling, each move with an effect subclasses (overwrite it with their own modified version which can still call into this higher level version of the method) this method. The issue is this method bundles together, everything; damage calculation, damage application, move animation, move effects, literally everything. And to make the previously mentioned fixes to the structure we had to untangle this method, separate the components so we can do each step separately for all targets instead of doing it all for one target. Which due to the subclassing meant, we had to rewrite every single move, all the several hundred moves that exist in the game, we had to fully rewrite in a new structure. I have to give a shoutout to the Community Cooperation Initiative, modders that signed up to work directly on the codebase without being part of the dev teams, maybe even canonize their mods and such things. Without the help of all of them, rewriting all these moves in the new structure would have taken much longer than it did. Thank you for your help in this and everything else since. Now there is more I could talk about here, but I have probably already been rambling way too much. As a TLDR: we rewrote the entirety of the move execution because the rebornian games had some key things wrong here for several years if not more than a decade, which allowed us to fix some long standing bugs which were not fixable otherwise. So why should you, the player, care? Under the hood it changed completely but for gameplay it remained essentially the same except we fixed some bugs, right? Essentially yes, but all this also allowed us to streamline things, for example this: Nice, right? enu asked me to ensure when rewriting the move execution that we can implement simultaneous damage dealing and health bar movement. Doesn’t just look nice but also speeds up move execution a fair bit. Uhh… looks like the door barricade isn’t gonna hold much longer, so I gotta bounce, hope you found this interesting, I know I can get way too much into details, so excuse the long explanation. Have a nice day! Sounds of a door breaking open You will never take me alive!22 points
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Don't report bugs to the devs if you are using mods. If you have issues with the mods use this thread to report it or contact us by Discord. The rars all come with the proper folder structure, just throw their contents into the game folder. This is a compilation of mods working for V14 ported from the one I made for 13.5. They are very modular and shouldn't break on small updates. Some didn't need changes, while others needed some small touching and some have been just made from zero due to how much the code of those parts changed or me having a better idea on how to do it. Some mods have been removed because they are superflous due to being alrady something dientical or similar in the base game. Some I may just considered that are not needed. Make requests for adding things and I may do it if I have time. You can have them all or chose the ones you want. Some of them have dependencies on three scripts that don't do anything unless you have the others. They have code that can be called from other scripts. This time I am adding some modular debug that activates the debug menu in particular places only. Far more recommended to use oly those you will use to prevent errors with the debug menu. People who contibuted to this pack besides myself (detailed credits ont he specific mod): @Jarred B Dank aka Matt. Made some of the mods of the pack. He has been the main person who collaborated with me in Discord to make the QoL Mod Compilation Pack for Rejuv 13.5 from which his verson was ported. @AsNKrysis aka AsN. Ported three of the mods available on the pack. He also has his own mod releases for 13.5, so please check them too. @Waynolt a lot of his modular pack has been ported to v13. @DemICE some of DemICE's mods have been ported or have been used as references when making new ones. You have to drop the "patch" folder in the rar in your game's folder. Everything is already properly set there. Mod List: Rejuv 13.5 QoL Mod Compilation Pack Changelog: Downloads: July 30th Update (14.0.14): Rejuv V14 QoL Mod Compilation Pack Version 10.rar You can also check my ShowMoveEffectiveness Mod for V14. Old Downloads:7 points
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Theres no error message. I did eveything i can think of. I tried to allow firewall access, redownloaded the game, i loaded an old save file just to make sure its not a corrupter save, extracted to game in a different folder away from v13.5, etc. I can play v13.5 normally. Do you have any ideas/reason for why this is happening? Am i missing a few files?5 points
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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:5 points
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I posted this on Reddit a few months ago, but I thought I'd share it here as well. I've managed to find all versions of Rejuv and saved all of them to my own Google Drive to make sure they're archived. Thought some of you here might be interested in trying out old Rejuv and see how far the game has evolved. 1. https://drive.google.com/file/d/1FtbfenFuUL_ff-E3nAZ4Ceexbgm6bGGR/view?usp=sharing 2. https://drive.google.com/file/d/1wYLzGvjXk4gmNmwxk6aB66SdGbo375Et/view?usp=sharing 3. https://drive.google.com/file/d/1LDiW3cuhuPjcdkfJkXIdr4sHdm5f-heL/view?usp=sharing - (Credit goes to MoonPaw for digging this one up) 4. https://drive.google.com/file/d/19boRjZ0_PbRzL_pQS8Fwk8p0x44x6SqI/view?usp=sharing 5. https://drive.google.com/file/d/1HBdGbwg5IxOAsKT-OWwI-1j-IEn7IYxW/view?usp=sharing 6. https://drive.google.com/file/d/1S3x9ktKr3SR16byDlPK28ufHODo3Bjrd/view?usp=sharing 7. https://drive.google.com/file/d/1g9FmMfiXSaG3mPEk2H8089LU4Ln1kjUl/view?usp=sharing 8. https://drive.google.com/file/d/1r9HDCZEigPNfrFonGcsO_ZQBEy74a_Kt/view?usp=sharing 9. https://drive.google.com/file/d/13KYoKIvlTJFOMzm2mo-0GI_vOci-xIOg/view?usp=sharing 10. https://drive.google.com/file/d/1arnJn5IaIQXLAZ0WTQdepmiEG4MJfY5X/view?usp=sharing 11. https://drive.google.com/file/d/1pOwQQUUgjRFmvWow5DJbleAfz1FTn23s/view?usp=sharing 12. https://drive.google.com/file/d/1lfUV-qajIEYrNqN-tMNjZ6MrHjkg5a7o/view?usp=drive_link 13. https://drive.google.com/file/d/1O7f89eOvRHPoeZ2HjzuEIz4GRIWz2nTl/view?usp=sharing 13.5. https://drive.google.com/file/d/1SyWyQ7WCaIZX_PgUTMPHr3Sy_-JgVc-w/view?usp=sharing (patched to 13.5.7)4 points
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Some new visitors here! Welcome! I’ll cut to it: I will be releasing updates to the Rejuvenation Walkthrough for V14 incrementally. I’m thinking of respecting the main server spoiler policy and not publishing until that window is up - this will allow me time to work, catch up with month 1 patches, and allow everyone to play the game. Of course if going no-walkthrough is an issue for you please wait until then. Cheers From bigJ himself3 points
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Yes, I am working on a V14 version, and I think I should have it soon. It will be on a separate post to keep this for 13.53 points
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New download. The old updater has been discarded. Now, the updater itself has been integrated into the actual game, so that there's no confusion as to whether a patch has dropped or not.3 points
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Shiny DLC. Please place in the "Characters" folder. Phan Project Progress Par: ########################################## Enjoy your stay in Ceolis! - Punkeev (Admin, Leader)3 points
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Been waiting for 4 years, I can wait 2 more weeks I know it will be worth it looking forward to it (almost getting teary eyed here damn)3 points
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Version 9: Added Z.1.3.7.Cheat_PC_AddGemPack, Z.3.2.Cheat_PC_Get100000RedEssence, and Z.6.0.Cheat_PC_GimmighoulCoinFarm.2 points
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My only deepest hope is for Monotype Passwords like in Reborn. It’s all I’ve been waiting for for years2 points
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> very, very interesting Why did you phrase it like that, Jan, did you put WD Gaster in NG+2 points
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I don't think he has anything set up for posting custom sprites for this mod, but I do think it's a good idea to just create your own thread and post them there.2 points
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LET"S GO BOIS AND GALS, THIS SUMMER IS GOING TO BE GOATED. THE WAIT FOR V14 is finally nearing it's end. Massive shout out to Jan, Zumi and the other DEVS for working like 2.5 years on this behemoth of an project. Also massive respect to the beta-testers who sniffed out all the nasty bugs and also did not leak a single thing! Thank you so much this is going too be to epic man. Can't wait to play this master piece! edit: After reading it one more time, I think there will be an trailer posted for V14 on the 13th, which means there is a big chance it is going to be on yt right? if that is the case then I reccomed the others to subscribe to jan's youtube channel so you can watch the trailer the second it drops. I already know the animation is going to be magificent2 points
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Reuploaded Spork UPDATES: -new custom shinies: custom shiny Glaceon made by me custom shiny Corphish line made by me custom shiny Smoochum line made by me -added third skin tone for Gentlemen, Ace Trainers, Beauties, and Ladies -Hex Maniac skin tones now have different outfit colors, with one still Gen 6 and the others being the two different ZA outfit colors -update to Mulder's Earth Plate quest: added the two new Marvelous Marsh Trainers that were added last reupload, you now only need to beat one wrestler (but Mulder does acknowledge if you've beaten more), and they now all have unique names for their moves -the Floettite now has a quest instead of being found in the overworld: after obtaining the Mega Ring, go to Aretha's Gym and battle a new Trainer there (if you've already done Aretha's Gym before this reupload, you'll have to do the Trainer's initial battle first, as the Floettite battle is a rematch) -Couragi now has a party hat in Alumia's Gym (sprite made by Punkeev) -Kyle, a Couragi relative, has a cameo at Happy Hot Springs (sprite made by Punkeev) -added NPCs in the water at Bolaii Beach that give items (they're like new BCC volunteers) -Apple Acid updated to 90 power -updated the overworld Mega Stone graphic to Rejuvenation's new one in V14 -added a few Trainers -team changes: Dylan's Crawdaunt is now shiny Portal Agent Yuki: Froslass, Espathra -> shiny Jynx, shiny Glaceon -Fishermens' Pokemon are now sent out in Lure Balls -updated several Trainer sprites to have the Poke Ball they're holding match the ones they use in battle (Sushi, Belinda, Fisherman, Hex Maniac, Gentleman, and Pokemon Ranger) FIXES: -the correct Trainer sprites now pop up when wrestling Sire Quag and Whiskerweight for Mulder's Earth Plate quest -filled in white space for two Pokemon Ranger Trainer sprites' legs For the shinies, we've got two Ice-types and a Water-type to help cool you off this summer! Glaceon: resembles Glacia from the Hoenn Elite Four, since Glaceon's Japanese name is Glacia. I wonder why they didn't give Glacia a Glaceon in ORAS...either way, I'm really happy with how this one turned out! Corphish line: based on Atlantic/Chesapeake blue crabs. I made the sprites, but the inspiration was Punkeev's idea! It's not a 1:1 match to the real animal in terms of which body parts are which colors, I just went with the arrangement I thought looked the coolest Smoochum line: based on the Lochladies in Lake Kingdom in Super Mario Odyssey, since I saw a resemblance to Jynx! Punkeev's quote on the Smoochum: "This is so cute, I wanna feed it whole milk and watch tellytubies with it and give it jelly beans." As promised in the last post, we've also got third skin tones for more Trainer classes! Only Team Portal remains, which will be next reupload. New outfit color inspirations: Beauty: continuing the moth Pokemon theme, we had Volcarona and Frosmoth, and now we have Venomoth! Lady: the orange dress is from the orange on Regirock, since Regirock is a rapper in Spork! I thought about changing the other two Ladies to Regice and Registeel dresses to have a consistent theme, but I like their current colors Hex Maniac: they had three skin tones before, but now they also have three outfits! As mentioned further up, one of them keeps the Gen 6 colors, and the other two have the ZA colors Thanks to Punkeev for helping expand the Couragiverse in Spork! There are currently no special events tied to Kyle, he's just napping. But there may be more Couragi relatives and lore in the future!1 point
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Reuploaded: -new custom shiny Crawdaunt made by me -Dylan's Crawdaunt is now shiny -Apple Acid updated to 90 power -changed Poke Ball in Sushi's Trainer sprite to Dream Ball -changed Poke Ball in Belinda's Trainer sprite to Dusk Ball1 point
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Pokemon Rejuvenation (Warning)!! The New Renegade Route v14 Get My Save file from Below or click link shared from Google drive: Game.rxdata1 point
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Why make a new post to ask when you can just go to the all gen thread or the discord thread in the reborn discord?1 point
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Added pokemon rejuvenation version!1 point
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Ups fixed. Also relased Update 5. One of the new options is to add the Black Shards, to use in combination with the other. The other two are weather rocks and shards.1 point
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Got it fixed on Update 2. If you find any other error, tell me and I will fix it ^^1 point
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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
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hi! thank you so much for this mod, it's awesome!! i've been creating a ton of shinies for this - i'm nearly done with the starters, and then I plan to create all the rest, in order of availability. is there somewhere specific I should post them? or should I just create my own thread? thanks :)1 point
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Dont let the SPU Delivery Guy trick you. We all know that he is behind everything1 point
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Pour moi c'était sauvegarde corrompue. J'ai supprimé le dossier Pokemon Reborn ici : Windows: C:/Users/[Your User Name]/Saved Games/Pokemon Reborn Et ça fonctionne pour l'instant, le jeu s'est lancé ap)rès une demande de mise à jour en .171 point
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Release 2.5.0 is out! You can download it here: MEGA MEDIAFIRE In case you want to be part of this project, feel free to message me here or on Discord: bloodyneonz You can also apply by filling out this form: https://forms.gle/FdDPe5VSjoVF9dri6 If you have played, would appreciate some feedback here: https://forms.gle/6Vh7X9HZ3stLKaJY9 The project is being developed using Pokémon Essentials v21.1 and RPGXP Join the new Pokémon Inritum community in Discord to have first access to news regarding the server! Overview God, omnipotent and omniscient, had reached a state of boredom that would only be overcome if he committed suicide. For him, non-existence is superior to existence. However, since suicide could only happen in time and space (an action only takes place within these conditions), God splits himself, creating Dialga and Palkia. With the external conditions ensured for the decomposition process, there is now a missing entity that manifests God's will to cease: Arceus. Arceus represents will-to-die and will exert its influence on the fact that everything is a finite process. However, in the initial fragmentation of God, another entity was created in addition to these 3: Giratina. Giratina appears as a creation because God had a secondary objective to non-existence: to temporarily experience existence in an "imperfect" way. In separate wills, each one would be a part of God, forgetting that they are part of God. In these manifestations where Pokémon and human beings meet, Giratina is the force of life (or selfishness) that God created to fuel this temporary existence. Without a will to live, there would be no motivation to continue living. The fragments of God, over time, only worried about death (which eventually always comes because the main and primordial purpose is non-existence). Observing closely from the Distortion World, Giratina will oppose the acceleration of cosmic death, as he does not believe that the original God already wanted the total cessation of existence. Plot Description In the land of Hessia, where some rare Pokémon wield unimaginable strength, players are drawn into a gripping narrative that delves into the depths of existential philosophy. As you journey through this richly crafted world, you'll uncover the mysteries of the region's troubled past and confront the dark machinations of a nefarious religious cult. With the guidance of a renowned professor studying the genetic potential of Pokémon, players must navigate a web of deception and betrayal, all while testing their skills in intense Pokémon battles against formidable opponents. Along the way, you'll encounter a cast of intriguing characters, each with their own motivations and agendas, as you unravel the secrets hidden within the Zeta Pokémon. But beware, for the cult's sinister leader, guided by the Philosophy of Redemption, seeks to harness the power of Arceus to bring about the end of existence itself. Will you stand against the tide of darkness? Or will you succumb to the allure of power and darkness, shaping the fate of the region and its inhabitants? Features Full custom OST - Our song tracks were carefully designed to match the maps and feeling we want the players to feel! Generation 9 - Every Pokémon will be available to catch with lots of events to explore! Quest system - Explore the region while earning rewards and accessing rarer Pokémon by completing side quests! New variants and mega evolutions that are only available in the Hessia region! Some event Pokémon can come with egg moves! Huge and complex story with 18 gym leaders! Zeta Pokémon - A custom gimmick, plot-related, that can be caught in the wild! Choices that will impact the history and how the game will develop - Right and wrong are never just black and white. New field types with complex effects, like Rejuvenation and Reborn! QoL features such as nature changer NPC, EV training facilities, and more! Screenshots Audio & Art This is an appreciation section to show my amazing team some love! The first one to join the project besides me and Ajax was Gothmonkey, also known as Danger! Ghosts!, and he is very skilled at making songs for the game. You can check here some of the best works he has done so far: Pokémon Inritum Soundtracks Talking About Dreaming - Title BGM Stuot City - Stuot City BGM Rigor of Discovery - Stuot Lab BGM Swallowed By Earth - Important encounter BGM Be sure to check his other songs, as they are really good. Also, if you like his work and need custom songs for your gam,e he also takes comissions so be sure to send him a message: Gothmonkey's commissions The second person to join was RoBoNox! He is the main spriter for the game, and he joined mostly to learn and improve his skills, and we can already see major differences in his delivery speed and quality! Art is the area where I lack the most, so his help has been of major importance! Recently, he finished the main character male sprites, and I just have to leave it here to share his amazing work. Just_a_game_addict joined the team after episode 1 was launched, and he's been helping a lot with trainers, overworld sprites, and even regional variants. Take a look at some of his work: If you are interested in his work, you can check out this page for his commissions! I also want to leave a special thanks to Wilder and Felicity from Pokémon Repudiation for their help so far, especially with balancing and mapping! Be sure to check their game too if you have time. Credits Team Ajax Lasnamae Gothmonkey RoBoNox Just_a_game_addict Wilder Felicity Previous members WolfLuna Syntaxx Dada Plugins "Modern Quest System" by ThatWelshOne_, mej71, derFischae, Marin "Lin's IV EV Summary Screen" by LinKazamine, Lucidious89 "Level Caps EX" by Golisopod User, Nononever "Generation 9 Pack" by Caruban "Caruban's Dynamic Darkness" by Caruban "The Gen 9 Move Animation Project" by KRLW890 "Generation 6-8 footprints Pack" by Komeiji514 "Delta Speed Up" by Marin, Phantombass, Mashirosakura, Golisopod User, D0vid, Manurocker95 "Modular UI Scenes" by Lucidious89 "Enhanced PokémonUI" by Lucidious89 "Deluxe Battle Kit" by Lucidious89 "Enhanced Battle UI" by Lucidious89 "Z-Power" by Lucidious89 "Dynamax" by Lucidious89 "Terastallization" by Lucidious89 "Improved Item AI" by Lucidious89 "Field effects" by Fanfan "Hedgehog's Variety of Custom Items" by Hedgehog "Overworld Rock Climb EX" by Ulithium_Dragon, DarrylBD99 "Soft Reset" by Artzoid "v21.1 Hotfixes" by Maruno Tiles Rejuvenation team for amazing tilesets! Pokémon Essentials "Pokémon Essentials" by Maruno, Flameguru, Poccil (Peter O.) "MKXP-z" by Roza, Based on MKXP by Ancurio et al With contributions from: AvatarMonkeyKirby, Marin, Boushy, MiDas Mike, Brother1440, FL, PinkMan, Genzai Kawakami, Popper, help-14, Rataime, IceGod64, Savordez, SoundSpawn, Jacob O. Wobbrock, the__end, KitsuneKouta, Wachunga, Lisa, Anthony, Venom12, Near Fantastica, Luka S.J. and everyone else who helped out. "RPG Maker XP" by Enterbrain Pokémon is owned by The Pokémon Company, Nintendo, Game Freak Other Fanfan, for sharing the new field plugin and helping me set it up This is a non-profit, fan-made game. No copyright infringements intended. Please support the official games! Please let me know if I missed anyone!1 point
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Happy Birthday , i hope that you will have a great day1 point
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Happy Birthday , i hope that you will have a fun day1 point