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Kyu

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Everything posted by Kyu

  1. Battle Bug Fixes Various fixes for Snatch: Snatch no longer breaks targeting if the target Shifted (Ally Switch/Triple Battles Switch) Snatch can now be cast multiple times by all players during a turn Various fixes for Lock-On / Mind Reader: These moves now only allow the caster to use a move with enhanced accuracy. Previously, they would allow any ally to boost their accuracy (even within the same turn) These moves now expire after 1 turn (except when Baton Passed, where they now expire after 2 turns). Previously, they would continue locking-on until a move was cast against the target. Casters can now only cast lock-on against a single target. If another target is already locked onto, the move will now fail. Various fixes for OHKO moves: Level tests are no longer skipped when handling Telekinesis OHKO Moves now respect Lock-On / No Guard Sheer Cold now has reduced accuracy when used by a non-Ice type Fixed an erroneous tooltip for Odor Sleuth Fixed an issue where Critical Hits would not display against Substitutes When using Struggle, players may no longer select the enemy targeted Fixed an issue where, when calculating Evasion/Accuracy, an attacker with Mold Breaker would not ignore Sand Veil/Snow Cloak Fixed an issue where, in Multi-Battles, if an entry hazard resulted in fainting, in some cases the battle would deadlock with no chooseable moves Frisk no longer shows which opponent is holding an item in Hordes A notification will now play if a player enters a battle (e.g. Matchmaking) while the game window is minimized "Little Cup" is no longer a selectable tier and its associated tiering data has been removed Fixed an issue where battle timers would not display correctly when reconnecting Fixed an issue where damage could overflow to 1 in some rare cases Burmy now transforms correctly after battles in the Old Chateau Fixed an issue where Zorua would show prematurely in Multi-Battles' target selection Disqualified players (players who disconnected before receiving a match) in tournaments now receive rewards if their final placement would have given them rewards Pressure no longer affects an opponent's self-targeted moves (except for Acupressure, where it does) Rage now increases Attack stat stages by 1 if its caster has used Rage consecutively. Previously, this would start a counter which, while separate from stat stages, behaved the same way as stat stages (except that it was unset after Rage was broken) Fixed an issue where, if a Horde casted Aromatherapy/Heal Bell, a very long delay would occur for seemingly no reason After a match has been evaluated, players who are disqualified from matchmaking rewards are now given a more helpful message stating why Status ailments are now more visible when viewing the battlefield Fixed an issue where, when responding to a Duel request, players using battle boxes > 15 could not select the correct one Eruption / Water Spout no longer re-evaluate the HP of the caster between move cast targets Previously, this could result in a situation where one target had lesser/greater power than the other target (e.g. if the caster fainted due to Destiny Bond when fainting Target 1, Target 2 would receive much less damage than intended) Fixed an issue where, if a faster attacker using Trick was holding a Choice item which was Tricked onto a slower target holding a Choice item, the slower target would not lock its move Fixed an issue where, if a Zorua was targeting a fainted last party member, it would use its particles (despite the new target not using them) Fixed an issue where random adjacent foe targeting types (Outrage/etc.) could not be redirected by Follow Me/Rage Powder Fixed an issue where, if an attacker with a Choice item was Confused, and they hit themselves, they would unset their Choice move Matchmaking queues are now cancelled if a player disconnects This change does not apply for Tournament queues General Bug Fixes Android: Players can no longer break their movement configs while the onscreen DPAD is enabled Android: Fixed an issue where a black screen could occur when leaving buildings with a full screen UI element open Android: Improved handling of ROM Imports during initial setup Players who achieve the maximum amount of money (2B) will now have trades rejected, instead of having their money destroyed when acquiring more. Note that NPC-related actions, like Pay Day, or trainer battles, will no longer grant money if achieving this value. Players can now reorder moves & select particles for monsters in the PC Fixed an animation error which would play when a monster with the Solar Power ability fainted because of it Fixed an issue where, if a player thieved an item in Oreburgh Gate of Sinnoh, the item would not be tradeable When breeding, if a player already has the OT Dex entry for a child species, non-OT breeders will now breed full OT eggs When breeding, if a player has bred a male OT shiny with a non-OT female shiny from the same evolution line, the result will now be the player's OT Fixed Ability Pill pricing information Fixed an issue where reward selection for biweekly Matchmaking cycles could deadlock in some scenarios Fixed an issue where model caches would corrupt when handling corrupt ROM files Fixed an issue where, after winning a battle, NPCs would not always unlock until after a manual directional change Fixed an issue where "Can't Escape!" messages would not display correctly unless FireRed was installed Fixed a floating Sailor in Hoenn Fixed an issue where chat configs could be corrupted by creating a chat tab in some situations When handling locales which are not supported by the game's fonts, e.g. Arabic locales, we now default to English/US formatting Improved game client performance when handling extremely large inventories (>1000 items) Previously, extremely large inventories would crash the game client when searching, while used with the default memory constraints Fixed various seasonal texture issues Fixed vending machines not showing proper prices for some items Mystery Box vanity items no longer pretend they're rarer than they are When interacting with your Mom at home, your Mom now makes extra sure you want to return to your home region Improved word wrapping for text elements in the Mail / Move Tooltip UIs Fixed PC Box advertisements Fixed an issue where some Inside map encounters would be shown as Grass encounters in the Dex (e.g. Dragonspiral Tower) Fixed a crash which would occur when throwing a Safari Ball in Sinnoh without FireRed installed Several Gift Shop items can no longer be Tossed Notes The Compatibility Mode Software Renderer has been removed from distribution. Players using Compatibility Mode may still continue to play with this option on, but this option will not be available to future installations. Players using Compatibility Mode are advised to backup the game files to prevent being unable to play in the future.
  2. Thank you for the kind words everyone. At the moment, we're looking to introduce a Randoms mode for PvP. @Rache is the primary designer of that. As well, I'd like to see what we can do to encourage more NU/UU play, through rewards or other means. We haven't pegged the scope of that patch yet, so it'll probably feature creep into more items. He doesn't use the forums but is still active in development. Sebastian-sama!
  3. We're all fine. Covid's made life difficult for everyone, so work suffers because of that. I personally took a month off after CNY as I got married and moved house, but I'm sure nobody cares about that. We've had a lot of trouble keeping up with the population growth of the game this past year, so a lot of development time has been dedicated to improving toolage for the GMs & support staff. Players don't see that though. It's a balancing act trying to devote time to those types of things and actual gameplay. We're currently planning on a bug fix patch to address some ugly gameplay warts, then afterwards a small gameplay patch for PvP improvements. I'm not sure how long the latter is scheduled to take, so we'll see. Afterwards, it'll depend on how ambitious we're feeling.
  4. While technically possible, the android client has very limited support for controllers right now. This means that most UIs do not behave as expected when interacting with a controller. If you're willing to deal with cumbersome controls, there's nothing stopping you, though I'd recommend bringing a proper mouse to handle UIs which otherwise expect touch inputs.
  5. It looks like Kaspersky is whining again, so we'll see what they have to say. The last few times we queried them, they just whitelisted it manually, so it'll likely be resolved by the end of the day again.
  6. There are no clear answers to give here. GM behavior depends on the individual case. In general, we do not impose IP bans against individuals, nor do we forbid ownership of new accounts for first-time permanent account bans (but obviously, exceptions will occur for extreme rule violations.) An SGM will advise the user in their appeal whether they're allowed to create a new account or not.
  7. We've released a game update to address this and other AV vendors' false positives. Hopefully it sticks this time. Thank you for your report.
  8. These are mostly my feelings as well. I'm of the opinion that arcadey game modes need a bit of bullshit in order to be really fun. Small correction here: Gems weren't actually removed because they're a dead drop, it was due to an infinite gem exploit which occurred with event parties sometimes. To tack onto this, 4p teams actually take a small penalty compared to 2p teams (-2 score), though it's not obvious. Players eventually decided that the hat / utility of the 3rd/4th characters was worth it though. I'm not really a fan of splitting the leaderboard either. We'd prefer to bias the game towards 4p- It's a coop event, and from a design standpoint, the most amount of social engagement possible should be encouraged. It was definitely not meant to run as long as it did. 8-10h is a conservative estimate for a top 25 position; @Rache's 58 run took 17(!) hours, and the very last team to post a score (53, FlorDeCaramelo/GulySilver/Ayzakk/Norkez) was at it for around 16h. In the current iteration, I don't think that reducing wave lengths would actually shorten the event, though it'd make it less tedious. It would just inflate scores and give you more resources to go further. When you're in a wave, if you're playing perfectly, your loss condition is the total banked PP / species. The obvious way to shorten it here would be reducing total PP given / species counts, though that hurts the game in other ways. Increasing the Nian's difficulty based on the wave difficulty is likely something we'll be doing next year. Though, whether that'll be enough to shorten it is something I'd be skeptical about (especially with any proposed post-boss item drops). There's only so many resources the Nian can take per battle. I don't think it's a fully solvable problem without writing a definitive ending to the instance, and adding a score metric against something not related to enemy counts, like time or resources remaining. There's always going to be some guy who's willing to strap on a diaper and sit in his chair for 24h straight because he really wants that hat. It's just sort-of the consequence of an infinitely-running instance combined with gated items. We agree and it'll be adjusted for next time. It was an oversight which wasn't really possible to be fixed in the middle of this one, once the event started really getting underway.
  9. Congratulations to the Lunar New Year 2021 event winners! Event rewards will be sent automatically to the Top 25 teams at February 22nd 00:00-UTC. As a reminder, players will only receive one reward for their high scores. If multiple high scores are eligible, only the topmost score is credited. The final results are listed below. Thanks for playing!
  10. He does mean in-game cash, and as far as I'm aware, the user has enough to purchase one outright (though the last time I looked at these prices was years ago). He's doing so through an alias obviously, but it's a valid request.
  11. Thanks for the feedback. The update is now available for users of 10.11+ on the website, but macOS platforms < 10.13 will display as "unsupported" in the game client after the next update. Unfortunately, I don't think we can reasonably accommodate for 10.9/10.10. Nobody tests for these platforms, and our metrics indicate less than 100 people have logged in with 10.10.x over the past 3 months, and less than 10 with 10.9.x within the same timeframe. I'll keep this thread in mind when we next discuss improving support documentation though.
  12. As-of February 18th, the macOS launcher has been updated to increase compatibility to 10.11+, instead of 10.13+. Affected players may redownload the macOS launcher from the website at https://pokemmo.eu/downloads/mac/
  13. I've made a new build which is marked for compatibility with 10.11.6+, available here. Before deploying it I'd appreciate anyone using 10.11/10.12 check if it actually works and is stable- we only test against 11.0+ internally.
  14. Yeah, just a shoddy copy/paste job. I'll notify when it's changed
  15. It's much preferable to try to increase compatibility for the package. We already have too many installation methods available and it creates problems for our support staff, who usually aren't familiar with macOS in the first place. I'll be looking into the problem this week as to whether we can build against a different jdk which has documented compatibility against older versions of macOS. We set the minimum version to 10.13 per Azul Zulu's documentation, but others have it set much lower- e.g. AdoptOpenJDK with 10.10+ and BellSoft's Liberica with 10.11+.
  16. This item is a trophy and trophies are not given to everyone. It's made for the best and most dedicated players who want it. The only significant changes which I'd make in the future are the amount of placements which can earn it, e.g. Top 50. The Nian Hood is marked as Seasonal and will return during the next LNY Event. We're not instilling massive wealth upon players who earn it; it's not tradeable. Much like our PvP-exclusive Crowns, it's made for good players to brag about, and I don't see anything particularly wrong with its conceptualization.
  17. https://www.virustotal.com/gui/file/9ba586c8d866e15f0e1e811e75856075dabeb1819aa34c372c1537dde02d5a8e/detection The issue has already been resolved. If you're still not able to play, Update the kaspersky databases manually. Documentation for KAV 20 is available at https://support.kaspersky.com/15074#block1 Redownload the game client from https://pokemmo.eu/downloads/windows/
  18. Changelog: 14/02/2021 Bug Fixes Fixed several server crashes Fixed an incorrect move description for Quick Guard. Quick Guard does not fail on subsequent uses, though it does affect Protect/Endure moves. Fixed Links broadcasting an invalid character in some situations Fixed players being able to swap out of Devour Fixed an exploit which could allow players to skip the Nian In the LNY Coop Event, the last enemy defeated for each player will no longer aggro immediately upon the next wave's spawn Players inside the LNY Coop Event can no longer sign up for PvP Fixed GTL price caps for items which were available as coin mart items Added Softboiled/Slack Off field effects for the LNY Coop Event Out of battle skill usage / trade requests now tick the AFK timer for activity Fixed an issue where, when reconnecting during a Coop Event battle, players could only Struggle GTL mart item listing price limits are now approximately 5% profit after fees, instead of before fees Fixed addon preview image positioning Fixed an issue where hotbar overrides would not always reset if a player forfeited in the LNY Coop Event, ending the instance Fixed an issue where Dig, when used in the LNY Coop Event, could cause players to get stuck Fixed an issue where OOB moves could cause the client to lock up if used in some cases
  19. Kaspersky engines are flagging it as unsafe, though it's obviously a false positive. https://www.virustotal.com/gui/file/9e6700412497703e2fafd3781720eafcb25cd21a03f751fc1e1fc0c3c051dea3/detection We'll see what we can do about it, but the immediate solution is to either: Whitelist the executable in your Kaspersky UI Use another AV, such as Windows Defender
  20. Features Lunar New Year 2021 Lunar New Year has returned to PokeMMO! A fortune teller has appeared in Celadon City, Slateport City, Hearthome City, and Nacrene City seeking assistance for the new year. Abundant Shrine is a 2-4 player co-op mission. Defeat as many enemies as possible and may good fortune shine upon you. This event will run from February 12th until February 21st 00:00-UTC+0 Lunar New Year 2021 features a leaderboard with an exclusive vanity item for the Top 25 teams, the Nian Hood General Vanity items are now color coded depending on their rarity: Mart Items (Commons, Grey) PvP Items (Black) Gift Shop Items (Green) Seasonal Items (Blue) Event Items (Red) Limited Items (Gold) Where applicable, Mart prices are now shown for vanity items Players may no longer charge excessive prices for mart items on the GTL Gift Shop The Golden Dragon Mask is now available for a limited time Seasonal Firework Particles have returned for Lunar New Year 2021 Seasonal Shiny Charms (+10%) have returned for Lunar New Year 2021 The Red Dragon Head, Tail, and Body vanities have returned for Lunar New Year 2021 The Winged Heart Backpack has returned for Valentine's Day 2021 Bug Fixes Fixed an issue where region-aware music tracks (e.g. legendary battles) would not playback correctly in some situations Fixed an issue where Metronome(Item) did not scale its damage upwards quickly enough Fixed an issue where shiny running/damage prompts would not display in Safari battles (Android) Fixed an issue where, when swiping from the PC to a Party, you could not return to the PC UI (ChromeOS) Fixed an issue where, when using the Linux(Beta) compatibility layer, players could not select rom files using the UI ChromeOS remains an unsupported platform with limited technical assistance Fixed an issue where bag subcategories would not always render the correct name Trick may no longer be used by holders of Mail items Fixed an issue where Ally Switch would not function correctly in Coop PvE Fixed an issue where, if reconnecting while your active team was Taunted & Tormented, a deadlock could occur where players were unable to select moves Fixed an issue with battle data processing which prevented tiering statistics being updated past February 1st Roar, Dragon Tail, and Circle Throw are now more explicit as to why wild battles ended (Android) Fixed Link HUD UIs not showing Upgrade Notes PokeMMO's "Compatibility Mode" software renderer has been deprecated and will be removed in a future release. Affected users are notified that "Compatibility mode is enabled. Performance will be degraded." on every game start. PokeMMO's desktop client now requires Java 11. Depending on your installation method, you may be required to manually upgrade your system to continue play. Expected compatibility is as follows: No action is required for these system configurations: Windows Installer (x86 & x64) Android Linux * Most modern distributions, including Ubuntu 18.04+ & Debian Stable macOS users using the previously released Optional macOS Launcher Update Action may be required for these system configurations: Windows Portable Zip Recommended Action: Install the game client via the Windows Installer instead Other Action: Install OpenJDK 11 from Azul Old Linux Distributions Recommended Action: Install OpenJDK 11 from your package manager and update the default java runtime environment for the system macOS users with the older launcher Required Action: Upgrade the macOS launcher as soon as it prompts for an upgrade This launcher upgrade increases the minimum macOS version from 10.9.5 to 10.11.6 Note: A previous iteration of this post indicated a minimum macOS version requirement of 10.13.6. This was adjusted with the latest macOS Launcher update on 18/02/2021.
  21. There isn't really a clear answer here since it was never formally "released." We had a semi-public prototype stage from April~June 2012 which would be the earliest. Though, it was barely a game at that point. More like an elaborate demo. The earliest characters on the current live server are from June 20th 2012, the date of the last server data wipe. Most players from that era would consider August 2012 to be the "beginning", as that's when the initial playerbase started filtering in. Then, in Sept 2012 it actually got popular.
  22. An updated macOS launcher is now available for download at https://pokemmo.eu/downloads/mac/ This package increases the minimum macOS version to El Capitan (10.11.6), up from Mavericks (10.9.5). The updated application should resolve installation issues observed on recent versions of macOS. This package changes the directory structure of the PokeMMO Client on macOS and will remove the old game client from your Applications directory. Players who are using custom themes or settings are advised to back up the game client from your Applications directory before installing. To do so: Right Click PokeMMO in the Applications directory and click Browse Navigate to the client folder inside This package also includes some experimental performance options which are changeable under the Configuration menu of the new application. We advise to leave them at their defaults unless directed by Support staff. For issues related to the new launcher, please create a ticket at https://support.pokemmo.eu/
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