Jump to content

Kyu

Administrators
  • Posts

    2677
  • Joined

  • Days Won

    289

Everything posted by Kyu

  1. We've confirmed that Confusion is proccing more often than is intended. It will be fixed in the next update. The following moves have been disabled and banned in PvP until the next update, which should be out later this week: Chatter Confuse Ray Confusion Dizzy Punch Dynamic Punch Flatter Hurricane Psybeam Rock Climb Signal Beam Supersonic Swagger Sweet Kiss Teeter Dance Water Pulse In the future, please report suspected exploits to the Bug Reports section, email [email protected], or PM a Developer directly instead of posting it publicly. Thank you.
  2. The recipe has not changed from 2x V.Spicy + 1x V.Dry There is a problem with the indicator, the berries grow properly:
  3. Typically, HAs would be gated behind some form of meta challenge within the instance, so I will try to make sure it's clear whether a specific wild encounter has an HA. Currently it's undecided how IVs will be handled with HA breeding, but because there is intended to be a high amount of effort required to obtain them in the first place, we'll be trying to be as generous as is reasonable with their breeding. I'll know more once we discuss it; the rewards system is still something which needs fleshed out.
  4. Hidden Abilities are currently being reserved for Legendary Dungeons, the first of which we'll be trying to get out within the next "3-4" months™. They will not be available in regular overworld encounters. We are having a lot of problems due to the new engine's compatibility on specific hardware, and some critical (backend) things which were missed during development. Sorry.
  5. We're not sure, sorry. We're currently prioritizing functionality regressions (Client crashes/GUI errors, NPCs missing from Unova which were present in Kanto and provided extra functionality, etc.) as well as the storyline's difficulty curve and the balancing of overworld items. The two things mentioned (important abilities / move tutors) are on the high priority list for post-release, but I don't have a concrete time on them. Typically, after big patches like this, we try to push out updates every 3-5 days until things are acceptable, so it should be sooner than later.
  6. Kyu

    Changelog: 15/11/2017

    23/11/2017 Changelog: Balancing Crafting updates Added Crafting NPCs to Castelia/Driftveil/League Marts, in Unova Healing item creation has been rebalanced to: Antidote -> 2 Berry Powder / 1 Pecha Berry Burn Heal -> 2 Berry Powder / 1 Rawst Berry Ice Heal -> 2 Berry Powder / 1 Aspear Berry Awakening -> 2 Berry Powder / 1 Chesto Berry Parlyz Heal -> 2 Berry Powder / 1 Cheri Berry Revive -> 3 Berry Powder / 1 Revival Herb Full Heal -> 6 Berry Powder / 1 Heal Powder Max Potion -> 10 Berry Powder / 4 EnergyPowder Ether -> 6 Berry Powder / 1 Leppa Berry Elixir -> 10 Berry Powder / 2 Leppa Berry HP Up -> 6 Berry Powder / 1 Mental Herb / 1 Pomeg Berry Protein -> 6 Berry Powder / 1 Mental Herb / 1 Kelpsy Berry Iron -> 6 Berry Powder / 1 Mental Herb / 1 Qualot Berry Calcium -> 6 Berry Powder / 1 Mental Herb / 1 Hondew Berry Carbos -> 6 Berry Powder / 1 Mental Herb / 1 Tamato Berry Zinc -> 6 Berry Powder / 1 Mental Herb / 1 Grepa Berry Full Restore -> 12 Berry Powder / 1 Full Heal / 1 Max Potion Max Revive -> 18 Berry Powder / 1 Revive / 1 Revival Herb Max Ether -> 15 Berry Powder / 2 Ether Max Elixir -> 15 Berry Powder / 2 Elixir PP Up -> 28 Berry Powder / 2 White Herb PP Max -> 20 Berry Powder / 2 White Herb / 2 PP Up Rare Candy -> 40 Berry Powder / 4 Berry Juice General Hyper Potion pricing $1200 -> $1400 GTL limits updated: Max Listings 200 -> 300 ; Default duration 20d -> 30d Kanto/Hoenn overworld items have been rebalanced This primarily moves uncommon / craftable items (e.g. Elixirs) into Untradeable variants while restoring removed items from Kanto. Bug Fixes Hidden Power changer has been added to Celestial Tower Battle Point Move Tutor has been added to Battle Subway Improved support for NDS lighting fx Fixed several client crashes Fixed various issues with models in Castelia Fixed default Xbox Controller mappings Fixed controller interactions with Town Map Fixed some instances of untradeable items existing for trade evo purposes Fixed transparent buildings in some NDS areas Fixed chat positioning / sizing not saving/restoring correctly in some instances Fixed several issues related to input handling Fixed Mail fee not showing correctly if certain items were attached Fixed Follow Me not redirecting attacks in some cases Fixed an issue where "Random Adjacent Foe" targeting for skills would not revalidate if the target fainted before the skill was called Fixed Eggs showing as 'Able' to learn skills in learning dialogues Badge Count requirements for Surf/Waterfall in Unova have been updated from 5 to 6. Fixed Ribbon strings Fixed an issue where Leftovers animation was not handled properly by PvP timers Fixed Secret Base music tile tracks Fixed an issue where, if the player and a Gym Leader fainted on the same turn in NDS regions, the player would win the battle Fixed Hidden Power type calculations for Trainer Tower / Battle Frontier / Gym Leader / Elite 4 matches Fixed issues where certain operating system locales could replace latin characters with cyrillic Fixed unobtainable species count in Dex Fixed evolution item availability for Gen 5 species Fixed Emolga being unavailable in certain seasons Fixed Town Map / Rod hotkeys breaking when changing regions Fixed "Level Up during Day/Night" untradeable items not evolving properly Fixed an issue where NDS boulder positions would not restore properly in some cases Fixed rarity calculations in the Dex not respecting conditional spawns, like seasons/day/night Notes Updated the default JVM to j8u152
  7. The point is "after a while, it gets a bit dumb not to release, so we decided to go ahead with it because we figured we could get the important stuff done soon after." I just used your quote because I can recall you saying something along the lines of "reminder that it's been 1.5 years without any real content updates." I think you'll all make it for a few weeks while we continue to work on items/moves. We know it's less than ideal, so is waiting another month for items/etc to get done. I don't think the complaints are unjustified or anything, but really, after a while we just had to yolo it
  8. The nerf to these leaders was unintentional, it should be resolved in the latest update
  9. Kyu

    Changelog: 15/11/2017

    Changelog 18/11/2017: Features Added a Ranked PvP window @ 11AM UTC Default Auction list time has been increased from 10 days to 20 days Gift Shop New items have been added to the Gift Shop: Black Kitty Tail White Kitty Tail Bug Fixes Fixed various client crashes Fixed Smeargle's levelup moveset Fixed trainer scaling for Post-E4 rematchable trainers in Kanto/Hoenn Fixed money scaling for some Hoenn gym leader rematches Fixed Protect/Volt Switch interaction Fixed Unova BP mart inconsistencies Nurses in Unova no longer heal PP Fixed Victory Road flypoint in Unova Unova's Vitamin vendor has been replaced with an Evolution Stone vendor Fixed difficulty scaling inconsistencies in first matches of Gym Leaders/E4. This increases the average level of a first match against gym leaders slightly. Fixed untradeable evolution stones not invoking evolution properly Fixed incorrect 'Unobtainable' entries in the Dex Fixed a non-functional patch of grass south of Dragonspiral Tower Fixed French B/W ROMs not reading region names correctly Fixed several incorrect item descriptions Fixed an issue where players could become stuck in Sootopolis Gym due to lag compensation
  10. NPC trainers aren't scaling properly to post-E4 levels atm (they're currently capping @ high 30s/mid 40s). It'll be fixed during the next update, which will increase most to high 40s/low 50s. With regards to the balancing scheme, there are a few reasons why it is being changed: Due to the volume/value of rematch NPCs, a lot of people only farmed these NPCs, which means other portions of the game weren't seen, and players wouldn't explore the different methods of gaining money. These NPCs were created in a time where there were literally no other methods of gaining money, and I think we have enough alternate sources to where we can stop putting so much emphasis on them. The EXP aspects on these are an entirely different topic, but the gist of that is "if our players are only farming Youngsters for EXP, we've probably done something wrong." This is one of the reasons we added EXP gain to the Trainer Tower, although it's been disabled for a year due to a level scaling bug. We want to focus people on things like horde farming (and other overworld events which are upcoming) rather than these NPCs, so that players accumulate money through Pickup, gain crafting materials in order to participate in the world's economy, and so that the game encourages more wild encounters (with a side-effect of players having higher chances of encountering shinies, because they're not farming Ladies every 6 hours). We want to focus rewards on harder content, so that players can develop their skills against AI in order to later participate in dungeons / PvP. This means the majority of rewards are going to be focused on "end-game" NPCs like the Trainer Tower, Gym Leaders, and the Elite 4. While these aren't scaled perfectly at the moment (BP instances are being reworked in the coming weeks, and Gym Leaders are currently a little too hard for my tastes although they're also receiving a ~15% buff on rematches), we will be looking to expand Unova's NPC battles which would give a higher volume of rematchable NPCs, as well as the natural things in the region which are currently missing (e.g. Big Stadium / Little Court).
  11. They can't be overleveled if you're not changing regions. It just postpones lv gain until you win.
  12. For some of the items, maybe. These 2 aren't the only ones which I'll be taking a look at though. The Lucky Egg economy of 2012 tells me different (people attach value to whatever is rare in order to display wealth, and this system would be rare/deflationary for Lucky Eggs in particular), but ignoring that, let's assume something like a 250% EXP boost for 1 in-game hour occurs. I think many people would be interested in that kind of buff in order to min/max their farming during their limited playtime.
  13. Short answer: Because they are being reworked into different items very soon, and they are too good right now. Long answer: Items which set the baseline of progression ahead of "default" for an infinite duration, like Lucky Eggs or Amulet Coins, force players to use the items in order to stay at peak economic efficiency, and there is no disadvantage to using them (compared to Abilities, where there is a variety of effects players can choose from to min/max their farming). They make it very hard to balance the game properly, as we can't plan our EXP curve for everyone when you can just add a +50% modifier on everything which is entirely optional, and can be missed by many players. Eventually they will be moved into a usage-based system which is consumable.
  14. In PvE, overleveled yet 100% disobedient mons provide a wall which allowed players to exploit up to 5 free turns by which they can heal / revive their party due to the previous Confusion's scaling (25%/hit). Now that doesn't exist Edit: To clarify, players can no longer become overleveled at all during normal play: So disobedience is no longer a scenario which happens to anyone who's playing "normally."
  15. They actually kill themselves immediately on entering battle, yes
  16. Features Generation 5 PokeMMO now requires a Black 1 / White 1 NDS ROM to launch the game. FireRed has been removed as a ROM requirement. GBA areas are now optional content which may be accessed through Castelia City's docks. Unova may be accessed through the existing docks in Vermilion / Slateport. Unova is now a playable region Certain version-exclusive areas, such as Black City, are inaccessible at this time and will be merged at a later date. Added Gen 4/5 species/forms/etc. Movesets are now based on Gen 7-2 Added Triple Battles Added Seasons. Day state changes now reflect Gen 5's: Morning Day Evening Night 4:00 AM-10:59 AM 11:00 AM-5:59 PM 6:00 PM-8:59 PM 9:00 PM-3:59 AM LibGDX engine PokeMMO's minimum specifications have been increased, from an OpenGL 1.4+ GPU to an OpenGL 2.0+ GPU. This breaks compatibility with very old chipsets, such as G31/G33, and primarily affects Intel Integrated Graphics/S3 Graphics. Users of these very old chipsets will need to use compatibility mode to play the game on Windows, or may play using a driconf tweak on Linux. For a list of affected GPUs, please visit Intel's website Anti-aliasing is now available for 3D areas in the Settings menu. Up to 16x MSAA is available. MSAA changes requires an application restart to apply. Anti-aliasing may not work on certain Intel Graphics GPUs even though the option is set. This is due to a driver bug which shows MSAA as available, where support doesn't exist. MSAA for Intel iGPUs is limited to 8x, but may only work properly at 4x due to chipset bugs. All regions (NDS/GBA) now use a 3D battle renderer UI Characters now show their cosmetic items in-battle Added Global chat Trade Chat is now a Global chat type Added player-customizable in-battle sprites Added Bag searching Battle actions for Double/Triple Battles can now be reversed before the turn is locked-in Added "Sort by Tiering" in the GTL Added Price Min/Max filtering in the GTL Moves Added Roost, Gyro Ball, Close Combat, Sucker Punch, Toxic Spikes, Defog, Trick Room, Stealth Rock, Hurricane, Last Resort, Hammer Arm, Tailwind, Flare Blitz, Thunder Fang, Ice Fang, Fire Fang, Charge Beam, Fiery Dance, Head Smash, Psyshock, Psystrike, Secret Sword, Venoshock, Quiver Dance, Heavy Slam, Heat Crash, Flame Charge, Coil, Clear Smog, Shell Smash, Hex, Acrobatics, Storm Throw, Frost Breath, Work Up, Cotton Guard, Autotomize, Acid Spray, Simple Beam, Entrainment, Stored Power, Shift Gear, Brine, Trump Card, Wring Out, Crush Grip, Gastro Acid, Power Swap, Guard Swap, Punishment, Aqua Ring, Hone Claws, Copycat, Healing Wish, Feint, Metal Burst, Payback, U-Turn, Volt Switch, Assurance, Bug Bite, Pluck Not all moves are currently supported. Please see the Generation 5 Move Progress announcement for a list of supported moves. General GTL listings now forcibly delist after 10 days from creation GTL fees are now limited to 5% or 25,000, whichever is lower GTL usage is restricted to 4+ badges (in any region) GTL listings are limited to 200 per type (200 species + 200 items) Mailbox sizes have been increased to 250 Fees for mailboxes have been reduced to $100 if no item/species is attached Mail may now be used outside of the PC Claiming/Sending items is still restricted to the PC Default PC sizes have been increased from 420 to 660 Gift Shop Several new items are now available in the Gift Shop: Baseball Cap & Jersey Basketball Jersey Business Suit Football Helmet & Jersey Liberty Uniform Poncho Restaurant Uniform Soccer Jersey Balancing General Elite 4 payouts have been increased by ~10% Berry growth times have been rebalanced around 22/46/70 hour timers Move learnsets across evolution trees are now more consistent for Tutor/TM learn types This primarily addresses situations where a species could learn a move via a TM, but not a Tutor, where a Tutor & TM existed for the move. The species can now learn the Move through both methods. Hyper Potion HP gain 200 -> 120 Super Potion HP gain 50 -> 60 Lemonade HP heal 80 -> 70 Soda Pop HP heal 60 -> 50 Fresh Water HP heal 50 -> 30 Kanto/Hoenn Storyline battles have been updated for Generation 5 buildsets Kanto's monetary rewards for tutorial sections are now more inline with Hoenn's/Unova's Gym Leader payouts are now more consistent across all regions The Battle Frontier's Rental builds have been updated for Generation 5 buildsets Added Gym Leader rematches for Kanto gyms 1-7 Levels of wild encounters in these areas are no longer heavily skewed towards lower levels Monetary/EXP scaling of common trainer rematches in Kanto/Hoenn have been rescaled Tier 1 trainers now scale from levels 9~40 Tier 2 trainers now scale from levels 9~48 Tier 3 trainers now scale from levels 9~56 This does not affect instanced / special trainers, such as Gym Leaders or the Elite 4. EXP EXP gain now uses a modified Gen 3 formula with custom values per-species Disobedience is now classified per-region (Badge Count: 0/1/2/3/4/5/6/7/8/Post-E4) Kanto: 20/26/34/38/46/48/50/52/62/100 Hoenn: 20/24/28/32/34/38/44/48/60/100 Unova: 20/24/28/30/34/38/42/46/56/100 Disobedient party members will now exit the battle immediately Gifts no longer obey 100% of the time in their region When a party member has reached the cap for disobedience in their region, they will no longer gain levels until a new badge is obtained. They will retain the EXP gained and level-up after a Gym Leader is defeated. Lucky Egg EXP has been reduced from 1.5x -> 1.1x Hordes are now more common in certain areas Levels of wild encounters are now, on average, higher in most areas, and no longer scale in extremely wide ranges (e.g. {5..40}) Battle Points Ranked PvP base Battle Point gain has been reduced from 4000 -> 3500 Battle Point Move Tutor costs in the Battle Frontier have been rescaled: 35,000 -> 12,000 30,000 -> 11,000 25,000 -> 10,000 15,000 -> 8,000 10,000 -> 7,500 5,000 -> 5,000 Moves Air Cutter Base Power -> 60 Assurance Base Power -> 60 Aura Sphere Base Power -> 80 Blizzard Base Power -> 110 Bubble Base Power -> 40 Chatter Base Power -> 65 Crabhammer Base Power -> 100 Draco Meteor Base Power -> 130 Dragon Pulse Base Power -> 85 Energy Ball Base Power -> 90 Fire Blast Base Power -> 110 Fire Pledge Base Power -> 80 Flamethrower Base Power -> 90 Frost Breath Base Power -> 60 Fury Cutter Base Power -> 40 Future Sight Base Power -> 120 Grass Pledge Base Power -> 80 Heat Wave Base Power -> 95 Hex Base Power -> 65 Hidden Power Base Power -> 60 Hurricane Base Power -> 110 Hydro Pump Base Power -> 110 Ice Beam Base Power -> 90 Incinerate Base Power -> 60 Leaf Storm Base Power -> 130 Lick Base Power -> 30 Low Sweep Base Power -> 65 Magma Storm Base Power -> 110 Meteor Mash Base Power -> 90 Muddy Water Base Power -> 90 Overheat Base Power -> 130 Pin Missile Base Power -> 25 Power Gem Base Power -> 80 Skull Bash Base Power -> 130 Smelling Salts Base Power -> 70 Smog Base Power -> 30 Snore Base Power -> 50 Storm Throw Base Power -> 60 Struggle Bug Base Power -> 50 Surf Base Power -> 90 Synchronoise Base Power -> 120 Techno Blast Base Power -> 120 Thief Base Power -> 60 Thunder Base Power -> 110 Thunderbolt Base Power -> 90 Vine Whip Base Power -> 45 Wake-Up Slap Base Power -> 70 Water Pledge Base Power -> 80 Leech Life Base Power -> 80 Sucker Punch Base Power -> 70 Tackle Base Power -> 40 Outrage Base Power -> 90 Defog now clears away Spikes, Toxic Spikes, Stealth Rock present on both sides of the field. It still only clears away Safeguard, Mist, Reflect, and Light Screen from the target's side of the field. Destiny Bond will always fail if it was successfully executed on the previous turn Sheer Cold no longer affects ice types. Mimicked moves now have 5 PP. Conversion changes the caster's type to match the type of the first move's typing After You, Attract, Bestow, Bug Buzz, Chatter, Conversion 2, Curse, Destiny Bond, Disable, Echoed Voice, Encore, Foresight, Gear Up, Grass Whistle, Growl, Grudge, Guard Swap, Haze, Heal Bell, Heart Swap, Helping Hand, Hold Hands, Hyper Voice, Imprison, Instruct, Metal Sound, Odor Sleuth, Perish Song, Power Swap, Psych Up, Reflect Type, Relic Song, Roar, Role Play, Round, Screech, Sing, Skill Swap, Snarl, Snore, Spite, Supersonic, Taunt, Torment, Uproar, and Whirlwind will now hit a target through Substitute Scald thaws a target on hit Assist / Copycat can not call Roar, Whirlwind, or semi-invulnerable moves such as Dig Body Slam, Dragon Rush, Shadow Force, Steamroller, and Stomp will no longer miss while the target is under the effects of Minimize Water Sport / Mud Sport persist for 5 turns after switching out Nature Power may now call Tri-Attack in PvP Block, Mean Look, and Spider Web now bypass Protect Snatch may now steal Recycle Confusion now has a 33% chance to inflict self-damage Paralysis speed reduction 75% -> 50% Burn damage is now 6.25% of Total HP Cotton Spore targeting has changed from 'Any adjacent' to 'All foes adjacent' Nature Power targeting has changed from 'Self' to 'Any adjacent' Bug Fixes Improved handling of network latency during scripted events and certain tile movements Improved client memory management when handling many character customization items Fixed an issue where the Trainer Tower's leveling did not scale upwards. The Trainer Tower has been re-enabled Fixed an issue where, when returning from Matchmaking, teleporting would not respect the world's height Notes For species which have gained new evolutions, if they were Level >=96, they have been reduced to Lv 95 so that they may evolve. PvP tiers have been wiped in preparation for the new metagame. For discussion on the temporary tiering, please see the Temporary Update Tier Discussion topic in Competition Alley There were probably a lot more things. We forgot to write them down. Go look in-game
  17. 05NVO6Q.jpg

    1. Show previous comments  21 more
    2. LoganKK

      LoganKK

      Jokes on all of you... right at 23:99 they're going to play the song of time... *Dawn of the first day*

    3. GodofKawaii
    4. themessi10

      themessi10

      al fin kyu :3 xD

  18. I am definitely not saying that November 14th happens to be 2 weeks after the PTS ended, and also a Tuesday. Don't read too deeply into it.
  19. Really though, it depends on whether people are happy with playing a more refined version of the same game, how much people really care about gens 4+ (gen 3 is automatically disqualified for some people due to basic things like the physical/special split, not having their favorite species, etc.), graphical fidelity, and how much the more casual audience cares about having a proper "campaign mode." I know we're going to see a lot of complaints from older people who think we should have worked on co-op instead of trying to deal with the "eyesores" of the game, but really, if the basics aren't even done right, I don't think we'd be able to create a hardcore PvE community for what we have planned, since all of the things I described above help determine whether "casuals" want to turn from short-term into long-term players. But I think market fixes / upcoming things which promote social gameplay will help satisfy complaints for now Also, to everyone else, we don't update on the weekends. We always try to target Monday/Tuesday for big patches so that we have enough time to fix horrible post-patch bugs prior to the weekend
  20. For species with new evolutions in Gen 5, existing mons will have their levels reduced slightly (e.g. 100 -> 95) during server maintenance in order to allow them to evolve.
  21. Kyu

    Halloween 2017

    Hi everyone, We're really really sorry, but we don't think we can do it this year. We're already really late on deploying Unova, so we don't really think it's a good idea to spend time on an event which lasts 3 days. No, we don't want to create a new client patch purely for a Halloween event, because it's a bit of a pain at this point, and you'll have to trust us on that. No, we didn't prepare items this year, because we thought we'd have Unova out by now. Now I have to tell you, it's an unbelievably complex subject. Nobody knew game development could be so complicated. But if you take a look at the PTS Bug Report section, I think you'll understand why we decided to prioritize Unova instead of this event, and I think we'll all be able to manage a single year without an event for Halloween.
  22. Kyu

    Halloween 2017

    The items were removed from Mystery Boxes between the last PTS update & the current build. Less than 10 (of any of the 3) ever came into existence via the lottery iirc
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and Privacy Policy.