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Kyu

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Everything posted by Kyu

  1. The maximum size of a wave is 20 enemies. The game runs as long as you are capable.
  2. The highest I've noticed is a group which hit wave 25 with a score of 90+ after the most recent changes, but lost by feeding a life getting caught out in a 1v2. It seems like anything which gets past 24 got very lucky with their item drops; 16~23 Doubles becomes an endurance round which tests how well you banked your resources in the early game.
  3. Changelog: 29/12/2020 Update 2 Xmas Twist Mountain Balancing When fighting Double Battles waves, the initial partner will now always be a variant of the overworld sprite. Previously, this was randomly generated Increased the chances to obtain rare items from item presents, and added PP Ups/Maxes to their item pools Xmas Twist Mountain Bug Fixes Fixed an issue where, after wave 16, enemy NPC waves would transition immediately into Doubles+SOS Fixed an issue where players who had full HP & no status ailments would not be eligible for PP heals when activating a healing present Fixed an issue where EV presents would only fill 4/5ths of the total EV gain
  4. I don't believe we'll be going through any more major revisions. It's unfortunate that the economics of the event's rewards suffered, but the event was very negatively received and it would've been inappropriate to do nothing about it.
  5. Changelog: 29/12/2020 Xmas Twist Mountain Balancing Added event-exclusive out of battle skill effects for: Recover-type moves, Rest, Heal Pulse, and Aromatherapy/Heal Bell Self-targeted heals consume 2 PP when used out of battle. Ally-targeted heals and AoE heals consume 1 PP Removed elfbot changing after exiting the entrance map Reduced the maximum size of waves to 20 Reduced the scaling of wave increases from 2 -> 1 Waves now progress as 10->11->12 as opposed to 10->12->14.. NPCs now scale power levels every 8 waves, compared to 3 waves previously Previously useless EV presents will now open as an item if the coop team has reached the maximum EV level Removed the turn-in step for Big Robot Parts. BRPs will now credit immediately to the coop event's rewards upon pickup The default IV distribution for player elfbots has been increased to 20/20/20/20/20/20, from 0 Elf Mastery Devices now always give +4 IVs Bug Fixes Fixed an issue where, when defeating multiple elfbots in a single battle, they would only count once against the coop event's wave counter Fixed an issue where unclaimed Xmas Twist Mountain presents would reroll every wave clear, instead of every item respawn wave Fixed an issue where Rattled would display a targeting error when activating Fixed an issue where Pledge skills would not cancel if the second combo skill were interrupted by Paralysis/etc. Notes PokeMMO's Xmas event has been extended and will end on Jan 6th 00:00 UTC+0
  6. Changelog: 26/12/2020 Balancing Santa's Presents now exchange for 3 Big Robot Parts, up from 1 Bosses in Twist Mountain now give an additional Big Robot Part for each boss defeated in the instance's run, scaling from 1 up to 6 per win The amount of elfbots which may be summoned by SOS battles has been reduced from 2 to 1 in early waves Aggro distance for coop partners has been slightly increased Updated movesets for several elfbot and boss configurations Bug Fixes Fixed an issue where losing to Bosses in Twist Mountain would cause double life reduction
  7. Dec 24th 12a ~ Jan 1st 11:59p. Or maybe Jan 2nd 11:59p. I can never remember if these dates are 0-indexed
  8. Features Return to Twist Mountain Twist Mountain is a Christmas-themed co-op event for 2-4 players Trade with your friends and build the best bots you can to defeat the rogue elves Collect Big Robot Parts and clear as many waves as possible to win prizes This instance is accessible in Vermilion City, Slateport City, Hearthome City, and Castelia City This event will be active from December 24th until January 6th. Enjoy your holidays! General Client mods now support gendered battle sprites. The format for battlesprites are now ID-back-shiny-gender-frame.png Not all fields are required. The game client will attempt to handle all files with at least 3 parameters. Undefined genders will result in the same sprites being given to both genders. Frame parameters are only used for PNG arrays. (Monster icons are currently unsupported, but will be handled Later™) Client mods now support limited coordinate modifications for battle sprites. See table-coordinate-mods.txt Client mods now support customized frame timings for GIF files. See table-sprite-timings.txt Client mods now support PNG arrays for animations. PNG arrays require defined sprite timings. See table-sprite-timings.txt Gift Shop The Snow Globe Hat is now available for a limited time The Santa Hat & Santa Suit, Rising Star Particle, Earmuffs, and Scarf items have returned for the Winter Season. These items will be available for a short time this year and will return next. Bug Fixes Fixed an issue where very old players could have their daycare slots become stuck Fixed an issue where name fields for nicknames and team names would not accept the correct characters Fixed an issue where Me First, when cast against a target with Me First, would lead to an infinite loop in battle Notes Previously, this event was scheduled to end on January 3rd. Due to gameplay / difficulty balancing issues, we have extended the event by 3 days. It will now end on January 6th 00:00 UTC.
  9. This guy was banned for selling gold on Facebook. So, no. This guy was banned for selling gold to a reseller. So, no. ---- You see copy/paste responses because our rejection rate for RMT cases is well over 95% and banwaves often encompass thousands of accounts. The only real exceptions are when the GM typos something. Because, as you mentioned: Most players do exactly that. It's not worth the SGMs' time to link trade logs at every guilty party. ---- GM policies for how to handle rulebreakers are not rules. We do not list publicly how we handle offenses. Some cases require more nuance than a policy description can provide. Press X to doubt It is exceedingly rare that someone comes to us and says "Hey, I've broken the rules. I didn't get anything out of it (and I can prove it), and he broke the rules too." Whether or not we want to grant someone an out depends on the consensus of the SGMs. Nobody takes action independently. Sometimes, they will say that the person has lost enough to make them learn their lesson, as-in this case, and they will issue a verbal warning (and a permanent mark against their account for misbehavior). We do not take a hardline approach in odd cases like this because it's not beneficial for the game to do so. We'd rather someone flip on their seller than no action be taken because "everyone knows that if you talk to the GMs you get banned." This is the first time you have heard about it, but it's not the first time we've ever extended amnesty to people breaking the rules. I have a sneaking suspicion you're just looking to argue over someone who was banned for gold buying/selling who was caught after the fact. These are not equivalent offenses. If you'd like to continue to rant in PMs you may, but the threat of "more drama" is flaccid. We do not believe the SGMs misbehaved in this case and don't see any reason to intervene.
  10. Kyu

    Changelog: 25/11/2020

    Changelog: 30/11/2020 Gift Shop Teleport / Dig Ocarinas are now available in the Gift Shop Bug Fixes Fixed an issue where Air Balloon would not broadcast its message when its holder swapped in Fixed message playback for moves which fainted multiple targets simultaneously (Most commonly seen with Moxie against Hordes) Charms are now paused immediately upon disconnection, rather than logoff Fixed various Illusion broadcast issues Android: Fixed battle buttons not displaying correctly if you selected a move too quickly Android: Fixed ball status displays Android: Autoupdates now display more helpful pause state messages and will warn if disk space is insufficient
  11. Kyu

    Changelog: 25/11/2020

    Changelog: 27/11/2020 Gift Shop Battle Box Expansion Tickets are now available in the Gift Shop Changes Castelia, Nimbasa, and Opelucid Gyms are now more accommodating for rematches Cynthia has scheduled her Unova holiday for Spring Bug Fixes Fixed Trick Room causing random turn ordering Fixed Acrobatics+Flying Gem combo Keldeo can no longer be taken to Unova's E4 Fixed Future Sight/Doom Desire damage % writing in the battle log
  12. Features Updated movesets to Gen 8-3 This change encompasses several thousand changes and can not be summarized in the changelog. Please consult the in-game Dex for lists of moves Added a client setting to show damage percentages dealt by moves in battle By default, this option is only enabled for PvP matches. It may be changed in the Settings menu Players can now click the ball in the Summary window to change a party member's ball type Particle searches in the GTL/PC Advanced Search menus are now able to select from individual particles Particles can now be previewed from the Inventory if you own the associated item Normal duels now include options for: Level Scaling, Team Preview, and Turn Timers under the Advanced Options of duel creation Level scaling in normal Duels now applies both upwards and downwards to the target level Team Leaders may now customize the rank names of their Teams Balancing Draco Meteor has been removed from Hydreigon Nasty Plot has been added to Hydreigon Antidote, Burn Heal, Ice Heal, Awakening, and Parlyz Heal have had their 20HP healing effects removed Antidote cost has been reduced from 600 to 200 Burn Heal, Ice Heal, Awakening, and Parlyz Heal costs have been reduced from 600 to 300 Changes Desktop: Item hotkey bars can now always be moved around General Bug Fixes Fixed a client crash related to inventory screens Fixed an issue where some NPCs would not render directionals (East/West) properly Fixed an issue where, if spectating a matchmaking game while the spectator disconnected, they would not be able to reopen the matchmaking window after reconnecting Fixed an issue where, if you blocked the current owner of an Overworld Legendary, you wouldn't be able to fight them Fixed an issue where Sinnoh's early Elite 4 rematches would use Hoenn's E4 teams Battle Bug Fixes Fixed a battle crash related to Wonder Guard This was previously hotfixed by making Wonder Guard fail in conditions which would lead to a crash. This change re-enables Wonder Guard for all usage Fixed Sky Drop cancellation for Gravity // This change re-enables Sky Drop for use Fixed an issue where, in Multi-Battles, if all other targets of a move fainted, the last target would receive damage as-if it were the only target Multi-Battles modify damage by 0.75x when attacking multiple targets, meaning the last target was receiving an extra 25% damage Fixed an issue where, in Multi-Battles, when casting a move using a Gem, the Gem would not apply its power boost against all targets of the move Fixed an issue where negative stat stage value modifiers would not round correctly For example, Previously a non-Boss monster with 200 Speed, if affected by a -1 Speed stat stage, would calculate its stat as (200 * 0.67)=134 Speed. This change results in (200 * 0.6667)=(133.34(truncated) -> 133) Speed When replacing fainted targets in Multi-Battles, ability activation is now queued until all have been replaced Trick Room now affects the Speed stat, instead of action ordering This was primarily an issue when handling actions which would have been sorted by Speed, such as the above change with ability activation queueing Role Play will no longer trigger ability swap-in effects (e.g. Intimidate) if the move failed Fixed an issue where Magic Coat would allow a Sleep Clause violation in some scenarios Players are now forbidden from casting multiple non-Rest Sleep Effects (e.g. Spore) against their own team. This primarily affects Triple Battles, but manifested in Doubles with Magic Coat and an extreme edge case with Sleep Talk Rocky Helmet / Sticky Barb will no longer proc against moves which had just broken a Substitute (but will still activate on subsequent hits in multi-hit moves) Substitutes are now rendered in front of battle sprites instead of replacing them Fixed an issue where, during Multi-Battles, Nature Power would pick a default target after cast instead of the requested target Updated Nature Power's move map to Gen 6+. The move map for Nature Power is now: Caves -> Power Gem Sand/Dirt -> Earth Power Grass -> Energy Ball Swamp -> Mud Bomb Water/Underwater -> Hydro Pump Default -> Tri-Attack Copycat/Assist now share the same blacklist of moves which may be called. Also, these moves may no longer call Fling Me First now maintains a less restrictive blacklist of moves. This previously referenced Copycat's blacklist Wonder Guard / Power Trick now respect stats modified by Power Split/Guard Split Fixed Wonder Guard / Power Trick application ordering Previously, Wonder Guard / Power Trick would always proc in the order of Wonder Guard -> Power Trick. This ordering is now dynamic and leads to different results if using Wonder Guard->Power Trick vs Power Trick->Wonder Guard Stat traversal now behaves as follows: // Start->Power Trick->Wonder Room Attack->Defense->SPDef Def->Attack->Attack SPDef->SPDef->Def // Start->Wonder Room->Power Trick Attack->Attack->Def Def->SPDef->SPDef SPDef->Def->Attack Poison Touch no longer broadcasts its presence if the target would have been immune to poison Tinted Lens no longer broadcasts its presence when modifying damage Fixed an issue where excessive amounts of "Awaiting other player(s) actions..." broadcasts would occur during multi-battles Fixed an issue where untradeable Toxic/Flame Orbs would render as {STRING_XXXXXX} during broadcasts Fixed an issue where Ether-type items would give an error message when used in battle despite being used successfully Fixed an issue where, during PvP which affects underlying parties (e.g. Overworld Legendary fights), if a player had fainted party members, their battle status ball displays would not reflect the fainted status Inner Focus's ability display trigger will now only trigger against 100% chance Flinch moves
  13. Changelog: 06/11/2020 Balancing (PvE) Wonder Guard will now fail after absorbing 2 attacks Bug Fixes The Matchmaking Service will no longer select the same species as the last reward pool when generating new monster rewards Only one cry per species in a fainted horde will now play Fixed an issue where players could become stuck if evolving a fainted monster while losing a trainer battle Fixed shiny particle playback for monsters which only had that particle
  14. Features Halloween has returned to PokeMMO Halloween 2020 will run from 30/10 until 05/11 Beat up children and steal their candy. Feed the pumpkin to win a prize! (Players will have a few days to turn in candy after the event ends.) Sinnoh is now decorated seasonally Gift Shop (NEW)(LIMITED) Red & Green Eyeball Masks are now available for a limited time. These items are limited to the Halloween 2020 season: Ghostly Hats & Hex Cloak Seasonals have returned: Several particles are now available in the Gift Shop: Bats (Halloween Seasonal particle) Witch's Cat ((NEW) Halloween Seasonal Particle) White Kitty ((NEW) Permanently available Particle) Balancing Quarter-final / Semi-final matches of Tournaments are now subject to 90 minute timelimits Move Relearner NPCs now require at least 4 badges in any region the player has been in Previously, this was always 4 badges in the current region Griefing penalties for Matchmaking have been updated: Players who intentionally forfeit by running out the clock before matchmaking rewards are possible (prior to turn 5) are now prevented from joining matchmaking for 1 hour Players who logoff during matchmaking are now restricted from signups for 15 minutes (previously 10) Self-KO Clause has been removed from Standard PvP Clauses // Developer's Note: This clause primarily existed as a stopgap due to some moves causing incorrect battle "winner" results during suicide. Players who cause fainting of both teams at the same time should now always be evaluated as the loser. If incorrect results are found, please report them to the Bug Reports section of the Forums. Swords Dance has been removed from Garchomp This change re-enables Garchomp for use in the Over Used tier Sand Veil / Snow Cloak have been re-enabled for PvP Hyper Potion price is now $1,200 Changes Filipino (PH) chat has replaced the Swedish (SV) chat channel. Stat previews now include lv 100 PvP Double/Triple Battles may now be forfeited after 3 turns Forfeiture turn requirements have been lifted for normal duels. They now only apply to Matchmaking/Tournaments/Overworld Legendaries Players who are attempting to run from or target a wild shiny will now be met with a prompt making sure they really want to do that General Bug Fixes Fixed several issues related to tier statistics: Fixed an issue where tier statistics would display tier warning messages when viewing special tiers (Little Cup) Previously, items could be incorrectly calculated if the item were untradeable. These entries are now consolidated to a single item. Previously, items which were permanently consumed before the end of battle would not always be properly accounted for. Mail items are now always consolidated to a singular item, regardless of the flavor of Mail. Players no longer stomp on the captain's Chatot when completing their inter-regional voyages. Gen 1-3 Starters can now interact with Elemental Hyper Beam tutors at all stages of evolution This brings these scripts inline with movepools for these species. It does not affect any previous learnability Fixed an issue where the Mimic TM NPC in Kanto could return more than one TM Fixed an issue where Overworld Legendaries could become stuck over time, and wouldn't respawn Fixed an issue where Azurill could swap genders when evolving into Marill Added a missing co-op NPC battle for Hoenn's storyline Improved text readability of Read Mail widgets (Android) Improved GBA zoom level calculation Fixed an issue where a script in Unova's storyline would give an invalid item Fixed ELO prioritization for season finale tournaments which don't occur during the season they represent Fixed season finale crown season data for tournaments which don't occur during the season they represent Fixed a crash which would occur when attempting to claim tournament prizes for species with no evolutions Fixed displayed tournament signup windows Fixed an issue where, when planting seeds, if the player had no tradeable seeds, the plot would pretend the player's untradeable seeds didn't exist Fixed GTL searching sometimes failing for no apparent reason (Android) Fixed GTL searching for names which are normalized (strings with accents, etc.) When trading species with an NPC, held items are now returned to the player instead of being given away (Android) Model caches for 3D areas are now stored in the cache folder Fixed an issue where priority signup during Doubles Tournaments would show that it queried "Ubers" MMR Monster tooltips shown when creating auctions are now more verbose Fixed misleading dialogue when interacting with Move Relearners before having the requisite badge count Fixed Eggs / Genderless species showing as Female in advanced searches of the PC Battle Bug Fixes Text displays for several battle effects have been improved to play more fluently Timings for text displays of some common effects, like move usage and end of turn status ailment effects, are now a bit shorter Several common messages can now display in bulk, instead of as-previously one at a time Damage and fainting animations can now occur simultaneously for multi-battles Fainting behavior differs depending on the game mode of the battle. Hordes may combine fainting animations, but general multi-battles (Doubles/Triples) will not In multi-battles, if an action request is rejected, all previously queued actions are now cancelled For example: If in a Double Battle, if Slot 2 attempted to Swap but the opponent had Arena Trap active, only Slot 2 was able to change its action. Now, all slots will reset to accommodate the failure. Fixed ability banning for tiering Whirlwind is no longer affected by Protect Fixed an issue where After You would fail when interacting with Focus Punch After You now fails when interacting with semi-invulnerable (Fly/etc.) targets Fixed an issue where LightningRod/Storm Drain would absorb moves with no target (Rain Dance/etc.) Fixed an issue where Custap Berry would not activate reliably when switching in Fling now displays its power value with the currently held item in the Summary frame and indicates secondary effects (if any) Pledge Skill Combos are now cancelled if the move failed to successfully execute due to triggering another action, like Flinching or Encore // This change re-enables Fire Pledge / Water Pledge / Grass Pledge for use Pledge skill combos now behave correctly if one pledge skill is as a result of an Encore Encore's effects are now cancelled if the target runs out of PP for the move If both players faint in the same turn due to Destiny Bond, the player who did not cast Destiny Bond is now considered the winner during PvP win evaluation Honey Tree battles can now be run from HP gained while EVing / Evolving is now restored Wide Guard's skill description has been updated to reflect its current mechanics Fixed an issue where Dry Skin could cause targeting errors for broadcast messages Fixed Fling power for Hard Stone, Rare Bone (100 Base Power)
  15. Kyu

    Add PH Language

    We'll be looking to adjust chat languages to accommodate our Filipino speakers in the next game update. As @YIBU mentioned, we do not plan on adding a game client translation at this time for it.
  16. wait, it's october already?
  17. This feature is pending release, so this topic is now closed.
  18. Here's why this is a bad idea: - Pkhex is a thing, and you can very easily cheat things into VGC tournaments. This style of cheating is not a thing on PokeMMO and we'd like to keep it that way. Here's why this is not as simple as you make it out to be: - PokeMMO does not attempt to make a 1:1 recreation of either B/W or Platinum. Fundamental battle mechanics do not behave the same. We do not have interest in rewriting the server to support Gen 5's or Gen 4's implementations of move mechanics, it's not within the scope of this project. - Even if we had interest in rewriting moves and abilities and all the other stuff to mirror a Gen 5 or 4 implementation, which we don't, the way that the NDS works is fundamentally different. Where we have a standard client-server model in which the client connects to the server and blindly does whatever the server tells it to, the NDS uses a shared state where each client runs its battle independently of each other, only really broadcasting actions†. This means that you have to absolutely perfectly emulate the battle across both clients (something which still hasn't been accomplished, even in projects who care about older gen implementations), otherwise shared state concurrency becomes a problem. But, sure, theoretically possible I guess if you write some gameserver->wfc translation layer and throw a few years at it. - Even if networking were compatible, which it's not, as far as I can tell NDS WFC emulation is pretty dead, with this project apparently being the standard. We don't have any interest in developing a WFC server further. Networking on the NDS is also apparently broken, but I digress. If we overcame all these technical issues and somehow made it work, we have another problem: Nobody would play it, because you wouldn't get any hats. † I'm not actually 100% sure that this is how B/W NDS networking works, but it seems like the most logical way for it to. I have no idea how they handled bugfix releases where move mechanics would have differed, though I guess you could manage it through a weird master/slave state for each NDS where the most recent NDS ROM does all the calculations / move functions.
  19. They were nerfed because Matchmaking is outpacing all other BP sources at the moment, and runaway inflation is a concern. They were reduced from an average scale of (1000~3500) to (500~2000) for the timebeing. We'll be reviewing BP sources & prices to better scale them during the next game update.
  20. To an extent, but not as much as before now. A 5 minute game will not equal a 10 minute game, but players who try to grief you by forfeiting just before "cut-off times" won't accomplish anything; the system scales much more smoothly due to increased point scales and more tolerant math. We have considered instituting penalties against players who forfeit excessively and early, but I'm not convinced it's a great idea atm.
  21. Kyu

    Changelog: 29/07/2020

    Changelog: 19/08/2020 Update 2 Bug Fixes Fixed AI consuming held items before the turn started Fixed Struggle immunity issues Toxic Spikes will now only be dispelled by Poison-types if the Poison-type is Grounded
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