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  1. It’s summer time and you know what that calls for? A well deserved holiday… I’m british, I’m not calling it a vacation. In today’s development blog we’ll be highlighting updates to Redcliff and Keneph Resort, a project that I was initially working on before I took on the mantle. Let’s get into it shall we? Redcliff Makeover With all development cycles for games like Desolation, updates to older parts of the game will happen, and Redcliff was one that needed a bit of a makeover. TL;DR Ruby was like “yeah I’m gonna update Redcliff” and I said “bet”. Redcliff being one of the first towns in the game, we wanted to spruce it up a bit, especially since this is where the research lab is located. It’s a town located in the midst of cliffs… given its name, and right by Keneph Jungle, so we wanted to give off a woodland-esque vibe with a sense of tranquillity, here’s how Redcliff will be looking in EP7! The starter room just got a little fancier Once Ruby is set on updating something, there’s no changing her mind, she’s already been doing some makeovers for other areas which you would have seen across previous development blogs, nothing is safe from her pen. --------------------------------------------------------------------------------------------------------------------------- Outside of Redcliff, we have been working on several new areas of the game, such as Keneph Resort! For this next section, I’ll be passing over to twoslashes to talk through his thought process for tackling the map design for the area. Take a break at the Resort Greetings, Deso fans! I’m twoslashes, I joined the Deso team back in February as a spriter and mapper. My main project for the past few months has been the mapping of Keneph Resort, which I recently finished. Further on I'll be talking about my mapping process - how I go from nothing to a full map with a custom tileset, but first, let’s start with some screenshots! Yeah, I definitely went a bit overboard with some of these. Overall, I’m happy with how they turned out though! I’m especially glad to be done with all the indoor maps, I was really struggling to come up with more indoor layouts by the end. Anyway, for those of you that are interested, I’ll describe my mapping process. I’ll mostly be using the antique shop (Keneph Antiques) as an example, but most of what I have to share is applicable to any kind of map, even outdoor ones. Firstly - the design. I was provided with a lot of design details for the various areas of the resort, so the general idea was already there and I just had to fill in the gaps. For the most part, the details were not rigid, so I could change them if I didn’t like them or couldn’t make them work, but I stuck to them for the most part. In the case of Keneph Antiques, there wasn’t anything unexpected for an antique shop - wood floor, display cabinets, shelves, a counter for paying. Notably though, it was supposed to have “unique treasures”, and given the nature of the shop, it made sense for them to relate to the history of Ayrith. Those paintings on the walls may or may not be references to historical areas within the game. Generally, I wanted to give it a bright and approachable atmosphere, packed with stuff to buy. Despite being a new building, I wanted it to have a bit of wear so it could stand out a bit from the other resort buildings. From my observations, I find that antique shops in real life tend to be cluttered, but organized for the most part. Keneph Antiques, however, is a complete disaster when it comes to organization. This is due to sprite size limitations. I found it challenging to display both of these qualities, so I focused more on the clutter since that is more unique to antique shops. Regardless of whether the tiles are custom-made or not, a map should take into account both level design and visuals. These two aspects aren’t completely independent from each other - you can have a nice looking layout, just as you can use visuals to guide a player around the map, but I think that level design is more foundational. Granted, level design is not as relevant in a small indoor map like this, but it’s still good to do the layout first at least, even when spriting tiles from scratch. It’s quick to do, and is a much greater step towards understanding how the final map will feel than, say, spriting a nice floor tile. My first drafts usually look something like this: Not an actual progress screenshot of Keneph Antiques, but it probably looked something like this at one point. Extremely simple, as you can see. It only takes about 20 minutes of experimenting, and it gives a good idea of how the map will feel to run around in even without any proper tiles. Next I’ll add some mostly undetailed blocks for some of the larger items in the map, and determine the general color scheme: Compared to the final version, the colors are less polished, and obviously it’s lacking in detail, but it’s very recognizable at this stage. Now, all that’s left is adding all the additional assets and details, which is by far the most time-consuming part of the process. I’m not going to give a full guide on how I made all of the details, but I can give some insight into my workflow and some general advice. One workflow trick I use frequently is to screenshot the map from RMXP and open it up in my pixel art editor (I use Aseprite for anything tileset-related, but this should work with most programs). The screenshot will likely be at a higher resolution, so I scale it down such that the pixel sizes line up properly. Then you can create the asset directly on top of the map, which immediately gives you full context as to how it’ll look in game without having to add it to the tileset. If you do the layout first, then you can do this for all your assets, which will save a lot of time throughout the process. I almost always start with the silhouette when making assets. I can take a blob and throw it on top of the map and get a pretty good idea of how it’ll look when it’s actually detailed, which I find more difficult to do with an outline. I also prefer to work in grayscale and color the asset as one of the final steps, mostly because I find the process more straightforward when I can focus solely on one thing at a time. Colors can be swapped cleanly and easily in pixel art, so I don’t find any downside to this workflow. Anyway, the silhouette shouldn’t take long. It just needs to vaguely resemble the object’s shape. For large objects with more organic shapes (e.g. the Milotic statue in the reception, as well as the leaves around it), adjusting single pixels trying to make it look perfect is taking it too far for this stage, because it’s likely that further adjustments will be needed once more detail is present. Next, I’ll add shading and highlights, still in grayscale. With indoor maps, the light typically comes from straight above, but sometimes I like to put shadows on the side to show the form of the object better (ideally on the side closer to the wall, but for objects used repeatedly it doesn’t matter too much). With small objects, I don’t bother with any cast shadows, since they interfere too much with the form. For larger objects, I start pretty rough, then I refine the shape of the silhouette and the shadows at the same time. Some antique shop assets, still in grayscale Finally, it’s time to add color. Working in grayscale encourages having appropriate value contrast between the local color and the shadow color, so I try to keep the contrast consistent between the gray and colored versions. Keeping the grayscale version on the side to reference while adding color to a separate copy can help avoid reducing or overdoing the contrast. Colors are relative - the same color can look different based on context, so I also recommend placing your object on a screenshot of your map when adding color if you haven’t already, mostly to make sure it doesn’t look out of place. That said, I don’t stress too much about having perfect colors yet because they’re easily fixable later on. Now, that’s where my process ends when it comes to individual assets. However, once I have all assets made (or sometimes a bit earlier if I get bored), I’ll do a phase of color adjustment on the map as a whole. The easiest way I’ve found of doing this is to take a screenshot of the map, edit the screenshot to make it look better, then apply the same edits to the tileset. Lastly, I manually adjust any individual colors that look out of place. Well there you go, a summary of my entire mapping process. I apologize for not having many examples for the details part, unfortunately I didn’t take many process screenshots while in the middle of making assets. Despite that, hopefully some of you find this helpful, and I hope you’re looking forward to experiencing the resort in-game! --------------------------------------------------------------------------------------------------------------------------- A massive shoutout to twoslashes for all the work he’s put into what was essentially my baby when we started EP7 development. For those unaware, while Caz was meant to be working on main story, this was going to be my focus on the Episode as it was my idea to build something to bring new life to Amaria as we continue our journey across Ayrith and have an area for players utilise in their playthroughs, from move tutors to the new Fight Club. With Caz’ departure and myself taking over the project, I reviewed the scoop of what we need and decided to delegate this to other members of the team. Seeing how it has now come to life truly brings me so much joy, and I really can’t wait for you all to experience it for yourselves. In other news before I close out this blog, last month our friends over on the Rejuvenation team have finally dropped their V14 update not too long ago, I would imagine a lot of you might have already played or are in the midst of playing. If you haven’t yet then I highly recommend you checking it out! Jan and his team have put so much effort into it, truly pushing the limits of what was known for Fangames and has honestly given me a lot more inspiration for Deso. So go play this, it’s your homework. :) https://rejuvenationgame.com/download That’s all for now folks, til next time! Posty
    21 points
  2. Returning for the second time after years of absence, we're excited to present you the Rejuvenation Character Popularity Poll! We haven't held one of these since 2019 (after V12's release), so now that Act 2 has been wrapped up, it's time to run it back. Instructions on how to vote and the rules can be found here! :) Please note there'll be spoilers for BOTH ROUTES so check the page at your own risk!
    7 points
  3. In order to view the #emotional-support channel on our community discord, users will need to have the Trusted role on the server. In order to get the trusted role, users must be verified, have less than 3 active warning points, and must read the following:
    6 points
  4. Hi this is my official port of my pokemon reborn mod that grants Gardevoir a battlebond like ability and transform into celestial form (that i called) + enhancement on moonblast(effective against fire and steel type) To get the ability just give gardevoir blue moon ice cream. Original mod link: patch.zip thanks to: Katstifer(Discord) for the front sprite and Fervis. I have also created a mod for Silvally (my favorite pokemon) Changes : more bst across stats + shift gear as a relearn-able move + more crest feature(dynamic resistance) nero_silvally.rb New Crest Effects - Johto Starters : no longer a held item it will just needed in the bag to take effect. nero_bagcrest.rb *To note you can mega multiple pokemon in Pokemon Rejuvenation All my custom mega ability evolution stone will be available on ordinary mart or shop for 150k(the no mega limit is also included on the mart evostone) nero_martevostone.rb New: Mega Froslass Eternal winter ability Eternal winter: permanent hail + snowcloack and boost for freeze chance(~~even if it doesn't have freeze it will~~) + Field interactions nero_froslass.rb New: Mega Delphox Ability : Arcane Mastery - Levitate +Serene Grace + Prankster(without it's weakness) 20% chance to lower sp.def. Signature Move: Mystical Fire lowering Attack+SpAtk + Field Interactions nero_delphox.rb New: Mega Chesnaught Ability: Bastion Shell - Filter + Stamina, Immune to critical hit above 50% hp. Signature move : Spiky Shield increasing def+spdef +1 + Field interactions nero_chesnaught.rb New: Mega Drampa Ability - Draconic Dominion - Turns the field to Dragon Den, immunity to dragon type if hit by a dragon type move raise +2 sp.atk Signature Move: Dragon Breath - Buffed to 90 base power sp.atk nero_drampa.rb New - Mega Barbanacle Ability : Divine Mockery - Retains Water stab, Scrappy + Hits dark and ghost type super effective if the move is a water type, increase damage 5 to 15% max per hit(6times to achieve the max) On 40% less hp gain +1atk and speed but losing health in the end of the turn Signature Move - Cross chop -> Mocking Mudra(water/rock/fighting) 40bp physical attack + Field interactions nero_barbanacle.rb New - Mega Malamar Ability - Inversion Dominion : Turns field to inverted, Retain Contrary, 10% to sleep chance when damaging the target Signature Move - Tipsy Turvy - same effect gains +1 priority and lowering pokemon highest stat by one stage nero_malamar.rb New - Mega Sceptile Ability - Verdant Blitz : physical attack move is calculated by sp attack stat, Special attack type move both factor spatk and speed stats, Immune to speed drops and +1 priority to grass and dragon type moves when full hp. Signature Move - Dragon Pulse -> Verdant Pulse both hits for Dragon and Grass OR it can hit twice with each seperate typing pulse(Dragon,Grass) (It should handle the immunities as well if dragon can't hit then grass, if grass can't hit then dragon) +Field interactions nero_sceptile.rb New - Mega Garchomp Ability - Sand Tyrant : Summons Dessert field and Sandstorm for 3 turns, all flying and levitating foes are grounded. Signature Move - Dragon Rush -> Apex Ambush : Ground type move 100 accuracy 110bp physical, raise speed +1 nero_garchomp.rb New - Mega Houndoom - Doom Bringer : Fire and Dark type damage is increased, Fire and Dark type burns the target, Burn status deal twice the damage, Pokemon that has burn cannot heal while mega hounddoom is in the field Signature Move - Inferno -> Doom Inferno 120bp 100acc deals 50% more if the target has burn status +Field interactions nero_houndoom.rb New - Mega Pidgeot Ability - Sky Sovereign : Summon a tailwind, Increase damage for flying type move, All flying type move never misses,speed is contributes on damage by 20%, All physical attack type move recieved is half, Immune to Hazards, raise +1 speed everytime it hits a damage type move. Signature Move : Hurricane -> Sovereign Tempest - 110x1.3 bp nero_pidgeot.rb New: Mega Banette Ability - Eternal Grudge : Ghost type move damage is increased, all contact move will curse the target, heal banette if the target is cursed(leftover heal) Immune to trapping moves. Ghost type moves gain +1 priority When banette faints a target, Curse the next pokemon, When banette itself faints, Curse the attacker Signature Move - Shadow Claw -> Grudge Claw 80bp if the target is cursed heal equal to the damage. nero_banette.rb New - Mega Lucario Z Ability - Aura Mastery : passively gain 30% evasion, every evasion stat raise will randomly raise another stat +1, When successfully evades an attack the damage increase max 20%, When successfully evades an attack the next move has +2 priority Signature Move - Double team - Creates a clone of himself now every hit is a multihit depending on how many clones lucario has(max 6) nero_lucario.rb New - Mega Absol Ability - Sacred Omen : Gain Fairy type, all fairy and dark type damage is increased, Immune to dark type if hit by one heal hp for 25%, Dark type debuffs the highest stat -1 Fairy type moves Heal for 50% damage Reveal the ability and held item of the opposing pokemon, If recieve healing the next move is critical damage. Signature Move - Play Rough -> Sacred Oath : if it's super effective deal critical nero_absol.rb New : Mega Ampharos Ability - Tempest Dragon : ??? Signature move - Thunder -> Tempest Thunder : ??? nero_ampharos.rb New - Mega Manectric Ability - Thunder Crown : ??? Signature Move : Thunderbolt -> Crown Bolt : ??? nero_manectric.rb MORE COMING SOON Please also check out my other rejuvenation compatible mod:
    4 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 this verson was ported. @AsNKrysis aka AsN. Ported three of the mods available on the pack. He also has his own mod releases for 13.5, so please check them too. @Waynolt a lot of his modular pack were ported to v13.5 modpack, which was the previous version of this v14 modpack. @DemICE some of DemICE's mods have been ported or have been used as references when making new ones. @DQL Contributed mods for V14 modpack You have to drop the "patch" folder in the rar in your game's folder. Everything is already properly set there. Note for Andoid users: Delete path cache after installing mods, not doing so may cause some mods not appearing, so if a mod is failing, try doing this first. Mod List: Rejuv V14 QoL Mod Compilation Pack Changelog: Rejuv V14 QoL Mod Compilation Pack Version 16.rarDownloads (You need to be logged in): August 20th Update (14.0.20). Version 16: Rejuv V14 QoL Mod Compilation Pack Version 16.rar You can also check my ShowMoveEffectiveness Mod for V14. Old Downloads:
    4 points
  6. Introducing Advanced Crests! This is my take on a modular format for adding custom crests to the game. For the modders out there, this should be fairly easy to adapt to further systems if desired. The download can be found here on my GitHub! I will not be re-explaining anything tech-y here. Feel free to submit PRs if something is Bad modders. New Crests! Partly for myself, and partly inspired by a friend running Where Love Lies, I've decided to make a bunch of crests based on it and whatever else we find interesting. At the moment I only have 4 fully planned out: Spidops Crest: Holder gains Fighting- and Dark-type STAB and resistances. Deals 30% bonus damage per Speed drop on the target, multiplicative. Scyther Crest: Holder's slicing moves are always critical hits. Donphan Crest: Holder deals 20% bonus damage and takes 12.5% reduced damage. Each time a move is used consecutively, apply these bonuses again, additive. Caps out at 300% bonus damage and 87.5% reduced damage. Snorlax Crest: Holder's Special Attack and Special Defense are swapped. Additionally, base Speed is equal to Snorlax's current percent HP, scaled from 30 to 160 (Base Speed -> Base Health). Xatu Crest: For each turn the holder is out, the holder gains a random Type resistance, indicated by color. Additionally increases stats by 15% per Totem Height I may or may not remember to update this post, but the GitHub should stay up to date lol
    4 points
  7. Some new visitors here! Welcome! I’ll cut to it: I will be releasing updates to the Rejuvenation Walkthrough for V14 incrementally. I’m thinking of respecting the main server spoiler policy and not publishing until that window is up - this will allow me time to work, catch up with month 1 patches, and allow everyone to play the game. Of course if going no-walkthrough is an issue for you please wait until then. Cheers From bigJ himself
    4 points
  8. [Mod] Nero Learn Menu – Advanced Move Relearner Integration Overview: This mod significantly upgrades the default Move Relearner system by making it more powerful, flexible, and user-friendly. It introduces a new “Learn Moves” option directly in the party screen and tracks a wide range of move types beyond just level-up moves. --- Features: New: Added menu for Includes relearnable moves from multiple sources: Level-up moves up to the current level. Starter / first moves. Egg moves (learned or compatible). 3 versions of learnpatch for Pokemon Reborn: [NEW] TM WITH ALLGEN MOD COMPATIBLE GEN1-9 TMS nero_learnpatch.rb [VANILLA REBORN] TM Moves will also show. nero_learnpatch.rb [TUTOR MOVES ONLY] nero_learnpatch.rb Rejuvenation Update: [POKEMON REJUVENATION COMPATIBLE] nero_learnpatch.rb If either is missing, nero_learnpatch.rb will crash the game with a clear error message, prompting you to install the missing file(s). --- Installation: 1. Drop nero_learnmenu.rb, nero_learnpatch.rb, and nero_util.rb into your Patch/Mods folder. Pokemon Reborn : THE EDIT STATS VERSION OF THE MENU FOR REBORN IS IN THE COMMENTS BELOW!! nero_learnmenu.rb nero_util.rb Pokemon Rejuvenation : Relearn only: nero_learnmenu.rb EDIT STATS Version : nero_learnmenu.rb nero_util.rb 2. Launch the game — no additional configuration required. --- Check out my other mods:
    3 points
  9. It's both for new and some that just had placement or requirement changes.
    3 points
  10. Reuploaded Spork UPDATES: -new custom shinies: two different custom shiny Vanillite lines made by me two different custom shiny Ponyta lines; one made by Punkeev and one made by me two different custom shiny G-Ponyta lines made by me custom shiny Swanna that matches canon shiny Ducklett + a different custom Ducklett line made by me custom shiny Dratini, Dragonair, and Mega Dragonite made by me that match Rainlove's shiny Dragonite -added third skin tone to Team Portal Agents -added Trainers to Molten Mountain and Hemola Swamp, as well as a few more in various other areas -the Shiny Stealing Scoundrel police case is now called "Got Your Nosepass" and the thief stole a Nosepass instead of a shiny Aerodactyl -team changes: Ashley's Ponyta/Rapidash is now shiny (the pink one) Uma: Delphox -> shiny Rapidash (the brown one; nickname Teio) the dentist's G-Rapidash is now shiny (the light one) Sushi's G-Rapidash is now shiny (the dark one) Quinn's Swanna is now shiny (the fully custom one) -added various overworld Pokemon interactions: Rick Gastly at Wonky Woods Crolea's Gothitelle and Nova's Gothitelle talking to each other at Crolea's birthday party all four shiny Hippopotas at Sea Star University for a hippo campus added the shiny Smoochum to Isaac's Secret Base both shiny Vanilluxe are now with the regular Vanilluxe at Crystal Castle Hope, Couragi's sister, gives you the Swampertite at Marvelous Marsh Belinda and Belladonna's Roserade talking to each other at their house -several Trainer classes now have naming themes: Hikers are named after mountains, Beauties are named after artists, Swimmers have water-related names, Fishermen have fish and fishing-related names, Hex Maniacs are named after witches, Aroma Ladies are named after flowers, Lasses are named after Eeveelutions, Maids have cleaning-related names, and Youngsters have names similar to Joey -Beauties' Pokemon are now sent out in Love Balls + Poke Ball on Trainer sprites updated by Punkeev to Love Ball -updated Dragonite's Pokedex pun since the previous one was about if Dragonite has a Mega Stone, which it does now -added text to more objects in Crystal Castle FIXES: -added missing music that was meant to play when you enter Mulder's arena -the Umbreon Sign now blocks Maid Charity at Crystal Caverns and Trickster Flora at Opaque Valley -if the player interacts with Eva from the left or right at Party City, they're now warped to in front of her to prevent the player being on the same tile as her Toxtricity or Scolipede when they're sent out during the concert -Martial Artist Honoka and Martial Artist Hina now have the correct Trainer sprite -some of the audience in Mulder's arena no longer look like they're standing over the railings instead of sitting behind them I hope you enjoyed being Rick Rolled! The new Pokemon interactions have been in and out of my mind for a while, some for up to a few months, so I decided to finally add them all. On the topic of Pokemon, here's some info about the new shinies: Vanillite lines: It's very surprising they didn't have custom shinies already, since I'm an ice cream sand witch. I made a chocolate one and a strawberry one, so together with the vanilla line, we have neapolitan ice cream! Ponyta lines: The regular Ponyta are based on Teio and Haru from Umamusume, and the Galarian Ponyta are based on Celestia and Luna from My Little Pony! Punkeev was the one who chose Teio! Ducklett lines: I noticed when scrolling through the Battlers folder that while the canon shiny Ducklett has vivid pink and purple colors, this for some reason doesn't carry over to the canon shiny Swanna, which barely looks different to regular Swanna. So I made a Swanna to match the canon shiny Ducklett, and also made another shiny line resembling Black Swan from HSR! Mega Dragonite: a forum member named Rainlove posted a shiny Dragonite in Creative Works a long time ago with permission for anyone to use, and I used it for Spork. I hope I did Rainlove's style justice with making a shiny Mega Dragonite with the same colors! I also made Dratini and Dragonair while I was at it. For Pokemon in Spork where an evolution has a custom shiny but the pre-evolution doesn't, I already had plans to eventually give the prevos shinies too, so Dragonite gets to be the first! Adding and changing Trainers the past few reuploads due to the third skin tone project, the new naming themes, and just wanting to add some to areas that didn't have many (or any) before, I learned how underused some Trainer classes were. The biggest surprises were Youngsters, Lasses, and Scientists. After the second Gym, I seem to have mostly forgotten about Youngsters and Lasses. And while there was an okay amount of male Scientists, there were only three female Scientists in the game, one for each skin tone. I hope with all the new adjustments I've done recently, it doesn't feel like any of them are underrepresented. While the third skin tone project is now complete as far as human Trainer classes go, there are still some non-Trainer NPCs to give them, and a different idea I had for Sea Stars: special effects to make them look more different from humans, like Ceolis does. We could try negative space, or seeing if there are any other cool techniques that could work, even if we can't find the one used for Ceolis. Unlike with Ceolis where the technique is on his entire sprite, I'd like to keep the other Sea Stars' outfits as they are now, as Palletite worked hard on them, so the effects would just cover areas like their faces, arms, etc. I'm not 100% sure on how it will turn out or how long it'll take, but I look forward to trying!
    2 points
  11. 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):
    2 points
  12. https://docs.google.com/document/d/1QMk1M_4W-CoOn_69vWH5kljjyiX4j6AHauW_UlmS_6o/preview?pru=AAABn5pwCHM*A_qCcHCf3n3pNcbf_XRkIQ&tab=t.f95paryw1wly This is the google doc with all documented changes and additions
    2 points
  13. (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.
    2 points
  14. 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?
    2 points
  15. 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. V14 Just released, so you can expect updated to break this. I will try to fix any bugs as soon as I can. Ported the mod for rejuvenation V14, the old one won't work due to changes made in the code. This mod adds a QoL present in recent games (and champions specifically for x4 and 1/4), 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 if you don't know the types and have 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 since Update 7. 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. I know some niche cases may need to be implemented, but I am not always active in the forum, so I may miss messages for quite a long. V14 has jsut released so I should be checking frequently though. Note for Andoid users: Delete path cache after installing mods, not doing so may cause some mods not appearing, so if the mod is failing, try doing this first. Download: ShowMoveEffectivenessV14_Update8.rar Old donwloads:
    1 point
  16. Figured it wouldn't matter cause it has a crest, which is what you were working with there. Appreciate you adding it!
    1 point
  17. It's still the same issue—it causes crashes in several subsequent Ultra Evolution modules. It works fine on its own, but when combined with those modules, it triggers a crash. During battle, when an Ultra Evolution unit enters and uses a skill, this error pops up
    1 point
  18. New Update: Version 14 Fixed Encounter UI (broke on some circumsmtances since v14.0.19) by DQL. Now has a Current possible togeable feature showing only what you can get at the moment.
    1 point
  19. Hi This is just a simple mod for rejuvenation v14 that will restore your Pokemon's HELD ITEMS in the end of any battles. To install just drop the file in patch/mods, if there's no mods inside the patch folder just create a folder and name it "mods" ItemRestore.rb Also try my other mods
    1 point
  20. hey! love the game! hope i'm not a dickhead for posting something like this didn't see anywhere I might be able to leave suggestions for the game's development. I don't know dick about game dev so take anything I ever say with a grain of stupid. but here's some things I feel would be cool or helpful if they were in the game, I hope someone involved with the game's development sees this at some point. 1: a "use last pokeball" button, like they had in sun/moon (i think it was that one?). it was super useful. more than once i've accidentally fainted something because i used a ball, it escaped, and then the ui defaulted back to the 'fight' tile and i ended up killing it because i was blasting through it on speed up. i imagine it would be like the A button being used for z moves or mega evolving, but on the "what will [pokemon] do?" screen 2: i feel like it would be really cool if you could have one of those robot lairons. i say lairon in specific over the other robots because i saw the robot aggron, and i feel like the aggron line would be the best available option for this. it would be really cool if you could find it in a garufan structure/settlement as an aron, level it up, and then have it, like, exchanged in some machine as a stand-in for evolving. maybe there's like a disc that holds its mind, and it gets swapped into a better body (lairon and then aggron). that would be cool right? 3: permanent mega evolution. that would be cool too, right? as of v14 your pokemon can get up to level 100, so idk where they're going to go from here vis a vis getting stronger, but i feel like permanent megas would work for that, because then they could hold items and be even stronger. okay going to post this as a test now. i'll probably think of other stuff to add and i don't know how to save this as a draft. i'm not a huge forum person so i'm just testing this to see if i can delete it after.
    1 point
  21. Hello, I've been working on a mod for Rejuv for myself, because I wanted to use more diverse pokemon teams. All the changes can be found in the attached ods document (all changes in bold), but in summary, the mod buffs most weak pokemon to be more usable and a few more powerful pokemon to add diversity to their gameplay. Additionally to a lot of general stats buffs, in many cases, I buffed the weaker offensive stats of pokemon to allow a use of special or physical damage, some pokemon gain a double type when they kinda make sense, others also gain new abilities or new pokemon/trainer exclusive moves. Because I like them, I have also at least added an additional ability and a late game move to all eevee forms and starter lines. Most changes are rather small but some are pretty big. For example, Sceptile is now a physical attacker with "Sharpness", Mega Sceptile stays as a special attacker but gains Technician. Aggron can be used as a special attacker (if you want to) with a buffed SpAttk and Lightningrod. Meganium gains the fairy type and the Filter ability etc. Note1: Serperior gained the Psychic type (and a few attacks), this is because it annoyed me that it was the only one of the generation without a double type (Samurott gained Ice-type). If you have a suggestion for an alternative, I would be curious. All suggestions on other stuff are also welcome. Note2: I tried to not make any mistakes, but I'm only human, so the Excel file may not be completely exact. Installation: I normally replace the montext.rb document in Rejuvenation-13.5.0-windows\Scripts\Rejuv with the file attached and then use a compile all command in the game. Maybe this would work if you just added it to the mod folder, but I'm not sure. To more experienced modders, if there are modifications I have to do to the file to make it work in that way, please tell me and I will do it. Compatibility/Version update/Uninstall This mod only modifies 1 file, the pokemon data, so it should be compatible with everything that doesn't change this file. The mod will probably not be compatible with next version (until updated), but the moves learnt and (I think) the new abilities will remain even if you update. I'm pretty sure that there is no issue installing or uninstalling this mod at any time. Learnt moves and abilities will remain, but the stats will go back to normal after 1 level. I hope you enjoy ! Edit: I just realised that this is the wrong forum to post this... I'm sorry, would it be possible for a mod to move it to the correct place (Guides & Resources) or should I delete and repost? Rejuv Changes Summary.ods montext.rb
    1 point
  22. Coming in after an update from 7/25's files to say holy crap! Out of curiosity I compared the two versions of reborn's utils file, and barely recognized it. Bravo, you're doing an awesome job!
    1 point
  23. This is intended to be used with the Conditioner Mod I made last year: It works fine on its own though, so if you're just looking for the Overworld sprites only you're in the correct place. ____________________________________________________________________ Remember last year when I was in the kitchen slaving over a hot stove of hair products and clothing dye? Girlie's back and dinner is served* ( * The mod's not 100% done yet, closer to ~75% finished but still usable) This is (Intended) to be a complete overhaul of Reborn's Character Overworld Sprites, since I've already done the Battle Sprites previously. Finished: V2: - All of the Protagonist Sprites that aren't Tauros, Fishing, or Minecarts (I'm a busy lady and it's been half a year ;p) - Several more Women - Some Animations (egads!) - Redid Bennett (THANK GOD) - Still working on the rest. V1: - Two of Six Protagonists (technically 1.7 since Lucia needs her Fishing sprites still) being Alice and Lucia. - Various Women - Fireboy and Watergirl - Many More (But not all of them yet) Download: (Most Recent) [The Download reads as 'Unavailable' if you aren't logged in :> ] Dollhouse v2.zip (If version 19.5.21 breaks anything let me know and I can do a hotfix but I severely doubt it will break anything.) There's a thread in Reborn's 'Reborn-Mods' channel if you're interested in commenting/weighing in on the sprites Intended Progress Pipeline: V1: Initial Version, cleaning the Sprites for the characters I viewed as needing them the most (also Radomus) V2: Second Version, Finishing the Protagonists and Named Characters Did most of the Named Characters, still a few more and some inbetween sprites <-- YOU ARE HERE V3: Third Version, Rest of Named Cast, NPC Trainers and others. V4+???: whatever im missing ig i unno
    1 point
  24. Is intended, if you don't want this you have to delete MeliaLikeShinyLuck. With this the chance of finding a non shiny is the equivalent of finding a shiny normally
    1 point
  25. Made an account just to confirm, the sprite I submitted through the form seems to automatically be formatted/named the wrong way (including extra information that would mess up how it's read ingame). It should be named 663s, yet it includes my username and such alongside the filename lol. Thank you for the work that's been put into this by the way, this mod makes the game that much more enjoyable to play through!
    1 point
  26. the mod is supposed to be a safe alternative to adding debug yourself. So, no. Pretty sure walk through walls isn't apart of it. not exactly safe.
    1 point
  27. UPDATE – 8/2/26 – v1.2.4 This update mainly focuses on Pokémon Rejuvenation V14 compatibility, smoother follower interactions, improved healing behavior, and general stability. Zip Link Pokémon Rejuvenation V14 Compatibility M44Followers is now compatible and working with Pokémon Rejuvenation V14. Follower graphics now load properly through V14’s patch folder structure. Generation 9 Pokémon are also supported, including alternate forms when the correctly named follower graphic is available. Installation Changes Make sure to delete any older versions of the follower script before installing this update. Having multiple versions installed at once can cause duplicate functions and “stack level too deep” errors. Follower Animation Improvements Follower interaction animations have been cleaned up and made smoother. Pokémon now face the player and react more naturally depending on where they are standing. The timing between the emote, movement, and dialogue has also been improved so interactions feel less stiff. Pokémon Center Healing Fix Followers should no longer briefly appear for a split second while your Pokémon are being healed. Followers now remain hidden throughout the full healing sequence and return normally afterward. Follower Recall Fix Returning a selected follower to its PokéBall should now only recalls that specific Pokémon. Previously, selecting certain followers could sometimes reduce the selected follower amount incorrectly. Pokémon Reborn Compatibility M44Followers is compatible and working with Pokémon Reborn. However, Pokémon Reborn does not have the same built-in emoticon animations used by Pokémon Rejuvenation. Without changing the emote values, unrelated animations may play when interacting with followers. Community Follower Graphics I have also made a public folder for community-made follower sprites. Feel free to submit missing forms, regional forms, Aevian forms, Mega and Gigantamax forms, custom shinies, or improvements to existing follower graphics. View and download community sprites: Folder Link Submit your own sprites: Submission Link Please include whatever name you want to be credited under. Only submit sprites you made yourself or have permission to share. Submitted sprites may be added to the public folder or included in a future update with credit to the original creator. Additional Improvements Improved follower sprite loading. Better follower visibility handling during healing, dialogue, cutscenes, and map transitions. General internal stability improvements and cleanup.
    1 point
  28. ! Thank you so much for the response!! Yes, I believe the last version I played was V12 (The one before Where Love Lies, I think?). That's basically what I needed to know. Yeah, I was asking if the main storyline was finished because I heard lots of people talking about "endings" and discussions around that (luckily have avoided spoilers so far!), so I thought maybe the main storyline had concluded. Thanks again for your response!
    1 point
  29. Part of the Whistleblower part. You get the key following the quest.
    1 point
  30. Game.rxdata This is right at the end, before the true end cutscene with clear
    1 point
  31. Thanks. I am way past it already, but I thought mentioning it anyway would be good o-o
    1 point
  32. If you go to the weather institute there should be 1 more quest that doesn't appear at the help centre. Afterwards if you return to the help centre you'll be able to progress.
    1 point
  33. Interesting, if I find how it works I may transform that script into something that early unlocks instead. I like the Shared Box, but the mod had been the most instable since always. Someone in Discord published this. That is probably the fastes simplest way. You should ask Wylnolt to make it work for V14. I have no idea how that mod works, and it is even laberled experimental.
    1 point
  34. This really needs the story difficulty finished because both of the other difficulties just feel unfair no matter what. Everything else about this mod seems interesting to me other than the difficulty; the added pokemon, new typings, ect. There doesn't seem to be any documentation either currently to see if I missed something. Unsure if the mod still gets updated, I hope it will be.
    1 point
  35. So, I’d like to start by saying that it should be obvious I don’t intend to play the game with any online features. I just really enjoy using Debug because it lets me have my whole team in a specific type of ball (Reborn Ball, for anyone wondering). While experimenting with Debug in my latest run, I noticed the “Form” option for Pokémon and saw that their forms could be changed into their Mega Evolutions! Naturally, I got excited about the idea of trying an all-Mega run with basically every difficulty-altering password enabled. However, I noticed that after leaving battle, the Pokémon always reverted back to their base forms, along with a pop-up message. I’m not sure if anyone knows a way to disable this, or if there’s a mod that allows permanent Megas? This is just for fun, guys, so please don’t eat my soul. <3
    1 point
  36. whoops forgot my weekly posting yesterday
    1 point
  37. Yet another week... where does the time go
    1 point
  38. It kinda just hit me but is Allen a reference to the Evillious Chronicles? Blonde twin and servant to a tyranical queen and being the one to kill the ones displeasing his sister (in the beginning) sharing the same name as the Servant of Evil. Alice herself kinda makes me think of a mix between the one from Alice in Wonderland and Riliane. Riliane was also possessed by a demon, leading to her becoming evil. Alice became evil because of Vitus influence and was in fact possessed at one point like Angie was. Could be a coincidence but it'd be cool if that was the case. Although... I hope this Allen won't share the same fate as the one from the Evillious Chronicles. Considering the Renegade route I wouldn't be surprised if he died to protect Alice.
    1 point
  39. AHH!!! I return with a final update on this, that ACTUALLY has to do with the translation I posted originally!!! thanks to the help of someone lovely on twitter, I got the rest of the letters, a n d punctuation!! so now, for EVERYONE'S full convenience!! the FULL Garufan Language Translation sheet!!
    1 point
  40. anyways since i don't know where else to post this, (imo) hands down the best interaction in V11 and you can't change my mind (doodled by yours truly)
    1 point
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