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  1. Hey friends! It's been a minute since anything has been posted on the dev blog proper, but I've got something to share. Today I received an email containing a video and a photo of the contents of an envelope had been sent to me. I can't seem to embed the video itself, so I'll have to describe what's going on with that. It's rather interesting though—it was a doorbell video. Weirdly enough, the person recorded on it seems to be... The SPU Delivery Guy? Y'know, the one who delivered those packages from the Puppet Master way back. He's talking to someone inaudible off-camera, but more importantly, what is he doing here? Hang on, let me transcribe it for you... "Yo! Is anybody home? I've got a rush delivery for P̸͡L̸AY̴͢E̢͘R̷̸! ...Oh, they're not home again? Man, I always seem to miss them whenever they've got a package to receive huh? Sure, it's been a while since I've last been here, but it's kind of a weird coincidence that they're never around whenever I am. Kind of a shame too, as I probably won't see be able to meet them for real in the future. Either way, there's an envelope that's addressed to them, so if you would be so kind to hand it to them when you next see 'em, that'd be fantastic. ...What? What do I mean I won't be able to meet them? Well, I'm leaving the city, actually. This is my last day at work y'see, and I'm leavin' for greener pastures in two days. My boss didn't want to extend the duration of my contract, and I decided enough is enough. Too much freaky stuff happening 'round these parts anyways, what with the freak accidents at Axis High 'n all... I don't want any part in it, so I'm headin' to Galar. I've found some work there instead. ...Yeah, thanks man. I'll do my best out there. You take care, too. You better stay safe out there." ...And that's it. The second thing that was included in the email is the package itself—the envelope that the guy delivered. Inside the envelope was... Tickets for a farewell concert for Risa Raider...? But... That shouldn't be possible. As we all know, she's... ... Oh, the mail that contained the video and photo had a bit to say about the ticket. "The tickets seem legit, but there's something off about them. When you hold one up, it looks as if the image of Risa on the front of the card glitches out ever so slightly, as if she's opening her eyes to smile at you. I'm not sure if I hallucinated it or if it's real, but the tickets give me the creeps." Finally, the email described a date was listed on the back of the ticket. July 13th. Strangely enough, there was no venue location included... But instead, it lists that a promotional video for the concert shall be released that day. Perhaps the place where the concert will be held will be announced in that video? Something shifty is going on with this whole thing, that's for sure. Perhaps it's best that we keep an eye on the situation for now. We'll keep you posted! o7
    65 points
  2. (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
  3. 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
  4. 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
  5. 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 20th Update (14.0.8): Rejuv V14 QoL Mod Compilation Pack Version 8.rar You can also check my ShowMoveEffectiveness Mod for V14. Old Downloads:
    7 points
  6. Theres no error message. I did eveything i can think of. I tried to allow firewall access, redownloaded the game, i loaded an old save file just to make sure its not a corrupter save, extracted to game in a different folder away from v13.5, etc. I can play v13.5 normally. Do you have any ideas/reason for why this is happening? Am i missing a few files?
    5 points
  7. LETS GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
    5 points
  8. 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
  9. 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
  10. WE IN THE FINAL STRETCH BOIIISSSSSSSSSSS
    4 points
  11. It's both for new and some that just had placement or requirement changes.
    3 points
  12. Yes, I am working on a V14 version, and I think I should have it soon. It will be on a separate post to keep this for 13.5
    3 points
  13. 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
  14. Shiny DLC. Please place in the "Characters" folder. Phan Project Progress Par: ########################################## Enjoy your stay in Ceolis! - Punkeev (Admin, Leader)
    3 points
  15. 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
  16. july 13th? oh its gonna be so hype and thank the devs for their amazing work~
    3 points
  17. Version 9: Added Z.1.3.7.Cheat_PC_AddGemPack, Z.3.2.Cheat_PC_Get100000RedEssence, and Z.6.0.Cheat_PC_GimmighoulCoinFarm.
    2 points
  18. Some new visitors here! Welcome! I’ll cut to it: I will be releasing updates to the Rejuvenation Walkthrough for V14 incrementally. I’m thinking of respecting the main server spoiler policy and not publishing until that window is up - this will allow me time to work, catch up with month 1 patches, and allow everyone to play the game. Of course if going no-walkthrough is an issue for you please wait until then. Cheers From bigJ himself
    2 points
  19. My only deepest hope is for Monotype Passwords like in Reborn. It’s all I’ve been waiting for for years
    2 points
  20. > very, very interesting Why did you phrase it like that, Jan, did you put WD Gaster in NG+
    2 points
  21. 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
  22. 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 magificent
    2 points
  23. Oh word say swear rn
    2 points
  24. gosh, it's dusty here, isn't it? well... i suppose that's the nature of a finished game. most of my efforts in recent times have gone to things that are not reborn... but most is not at all. in our last post, orsan teased the following about finally updating the protagonist OW (OverWorld) sprites for 19.6: today, we're going to show and talk about these in a bit more detail. (a note for our blind players-- this is a purely visual update most and so this is probably not for you. with apologies, i will be sparing myself the task of IDing each image). OW updates were something that, in an ideal world, i would have done with e19. only, i was soooooo tired by the end of it, and we did a lot of shampoo-ing of VS and battle sprites, i truly did not have the stamina. however... these sprites appear in virtually every screenshot of the game ever, and so the mistakes of my past continued to haunt me until i was cow-prodded into doing something about them. fortunately, there was a lot that i wanted to fix, and my skill in spriting had grown over time, so it was quite rewarding to do. to see them in action, let's post a dizzying array of gifs: above includes both walking and running variants. our old sprites were made with very, very minimal effort to make the run sprites; i only moved the head forward and down a little bit, which is what sometimes resulted in the ability to spam the run button and appear to dance in place. i don't know if that's still possible these days, but i think that having a more dynamic running pose will feel nice anyway. truthfully, i want to develop my skills to push such poses to even more exaggerated animations than this. but alas, that is not for this little update project. when updating our protagonists, i wanted to choose a 'style' of animation and stick with it for consistency between them. this consistency was a flaw in the previous set of sprites. they were made at various times and levels of skill, and so they are not always consistent in their dimensions and animation. this is also why the shape and size of some of them will appear to have slightly changed. this was also an opportunity to fix some of the issues that had nagged me with our previous style of sprites. compare these frames. new vero (left) vs old (right): old decibel (left) vs new (right): the issue is clearer on decibel's-- the way the feet are positioned ends up making a solid black line across the bottom of the sprite. on vero's, there is a one pixel notch, which i would consider better but still visually awkward. i'm not going to claim that the updated sprites are perfect, but i think we succeeded in refining the walk and run cycles to help silhouette the feet better in all frames of animation. here is another example, demonstrating a change in the animation style i mentioned before. in the above screen, pay attention to the relative placement of the sprites' hands. in each step frame, i wanted to increase the action of the movement by making the hands appear to move more widely. i think this helps 'running' vs 'walking' come across much clearer. for aspiring spriters: I find that starting with the positions of the hands is a great way to tackle these little bodies. it'll help you refine the silhouette early on. also look how much better alice looks! i haven't liked her very much in the past-- and with her OW sprite previously looking so different from her other graphics, it's no wonder! it looks like she had buns or something. i hope everyone enjoys the new hair-floof. i think i'll be using her more in the future myself. perhaps the most notable new detail of the animation overall is the hair animation. in the current set of sprites, most character's hair hardly animates at all. much as we love lucia, hers in particular has been very awkward in the past. bouncy hair is a nice way to add a lot of life to sprites, and it's also one of my favorite things to do in sprites now. it's fun to make it go swoowsh-swoosh-swoosh! here's some frames, and how i think of animating them: frames 1 and 3 are always identical in these sprites, the work is on 2 and 4. in either case, i choose a direction, either clockwise or counter clockwise to think of each 'tuft' of hair as moving. then it's just a matter of moving the pixels as little as possible while finding a shape for the points that looks nice in pixel form, and doesn't create awkward movement when applied to the height change (frames 2 and 4 bend at the knees, and thus the head sinks 1 pixel lower, which can make some animations look awkward. testing is important!) on a different note, did you notice from the first gifs that kuro is looking different? in my view, he's kind of been the least popular protagonist. originally, i imagined him having kind of a deliberately shaggy hair style, but i don't really like that as much these days, and more importantly it doesn't really seem to be a hit with players either. so i took the opportunity to kind of shore his hair up to a nicer shape in general. here's his updated VS sprite: we wouldn't want to change him tooooo much for the players that are used to him as he is, but i felt this would generally be received as an improvement. and hey, we finally got his sunglasses into his OW too! because of how many variations and alterations player OW sprites have, this ended up being a significant undertaking! there are many little pieces-- walking, running, biking, fishing, surfing, tauros-riding, minecart-riding, etcetcetc... i would not have had the stamina to do all of the animations over myself-- in the end, i just made the base walking and running sprites, and then others in the community initiative helped out with the finishing details. big shoutouts to moonpaw, nephilinite, meteors, not_aza, and inserobite102. in addition to the extra animations, they also helped refine some of the cross-sprite details... enu oversaw it and contributed some scripting to avoid having to make redundant graphics (surfing, fishing while surfing, diving were all very similar...) too! thank you all! speaking of diving... i think, but i'm not sure? that the main games are doing this these days too... but we also took the opportunity to answer the question of "how does the player breathe underwater when diving?" let's close out with some before-and-after references. for fun, i also included the original versions of Alice and Vero, back in the earliest episodes when they were the only protags. if you are looking to improve your spriting from others' example, i suggest studying the differences in these images and seeing how they changed over time. softer colors, flatter hair shading, brighter outlines... what else do you notice? this kind of analytic exercise is a good way to improve your own skills. by the way, for anyone still interested in the eventual postgame continuation of our dev let's play-- it is not forgotten. only life has been getting very in the way for a long time now, and at this point i would at least wait until 19.6 anyway. thank you all, as ever, for caring about the game at all stages of its lifecycle, and i hope you can look forward to the update
    2 points
  25. The shiny is less the archetype and more Arceus itself, but yes, I'm happy the game's involving one of my favorite mons in the lore
    1 point
  26. Does anyone know the locations of the six giants in Mt Ruin? So far I've beaten: Charizards Tyranitar Coalossal Duraludon Scizor I don't know if there's just an area I haven't searched yet but I can't find the sixth.
    1 point
  27. I see! Maybe it depends on how the devs use pokemon essentials's resources to create the game, I guess. Anyways, thanks for your help! :D
    1 point
  28. The unlocked relearner mod seems to bug when trying to teach any TM. Tutors, Egg moves, and relearning work fine but TMs specifically crash the game. Tested on multiple mons.
    1 point
  29. So far I found these forms: I know there's also some sort of Drapion and Sneasler variant, but I either don't know where to find them or how to evolve them into these variants. I think there's more but I gotta keep searching.
    1 point
  30. New version released. Version 5 Fixed modularity of all PC_ mods especially the PC_Z_ReorderOptions that cuased crashes is a single PC_ mod was missing, now they require 0000.ModularInit, but no more issue of needing therm all. Now the animation of the sprite for hiddden items when using ItemfinderUnhideItems works properly. Fixed NoDDPass. Also I tested the FISHINGAUTOHOOK and works perfeclty for me, I don't know what issue @TheIsolatedWizard is having.
    1 point
  31. 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
  32. 1 point
  33. I just wanted to say thank you to the whole Dev Team for all the hard work you put into this. Im really hyped for the new Chapter and now its here <3
    1 point
  34. Okay I see exactly what you mean now, thanks for the help I really appreciate it!
    1 point
  35. the updater won't be able to update from v13.5 to v14 you have to download the game from this site again when it releases but when you open it you will still find your progress and can keep going in your playthrought
    1 point
  36. Jan said highly 3 times in this post to play paragon first. No one is stopping you from playing renegade first. But the gameplay experience will make no sense. There have been 10 minute lore dumps in the last 2 version and it's very likely there will be one in paragon that can be skipped in renegade. There also might be plottwists that are a big deal in paragon, but happen ofscreen in renegade i was also originally planning on creating a new save and dive head first into renegade. But I Will now probabilly start a New renegade save play till v13.5 content and then finish my paragon save . If you don't want to spend to long on paragon you can use the chapter 9 skip plus play on a lower difficulty to play on paragon. Btw, embrace the New game + content. I played the one in v13.5 and it was so good. It was also All optional so if you want forn some reason to skip it you can! I can't wait for what kind of newgame + content Jan cooked up for the big 14
    1 point
  37. forgot his birthday sorry Ryland you will be my favorite rejuv character forever and ever
    1 point
  38. YUHHHH Peak is on it's way!
    1 point
  39. WOOHOOOOOOOOOOOOOOOOOOOOOOOO
    1 point
  40. This multiplayer modification for rejuvenation is still under beta, and things might be changed soon Also beware to not save your progress in Entra Link map, you might got your game corrupted Features: Online Server Online Trading Online Battle Supports Pokémon Followers mod Instructions: Be sure to make copy of your game or use native rejuv without mods Unzip this archive and replace required files Enjoy Note: That mod might work with any other mods but it will only works in your client not others Beta v0.6.2 Rejuv Download if you have any issues let me know.
    1 point
  41. Episode 3 Part 2 of my Pokemon Rejuvenation Challenge Run is here! Unlike the other 1, this is a (relatively) short 1 folks! Please enjoy!
    1 point
  42. Hey all. I've started a Discord channel for Pokemon Reborn. For those that don't know, Discord is a speech and text chat program that's free to use, free to run, and runs in your browser without installation (though you can install a client.) It works on both desktop and mobile on all operating systems, as far as I know. Access it here. I don't have an automod bot set up, but I do have inbuilt protections against spam; for that reason, bother me when you log on so I can verify you. Basically, non-verified users can only chat; they can't send links, show images in chat, or use voice. If the above link stops working, try this. Ninja edit: use this link to join the Discord server. ~Arkhi
    1 point
  43. after trying to do some research on mirage woods, i found out that after the update no one has actually written up a guide to either the broken bell quest (for zorua) or actually getting to the place, so here. i may be stupid and experiencing Skill Issue. after entering mirage woods: meanwhile for the broken bell quest (zorua): move relearner: hopefully some people get use out of this
    1 point
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