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Changelog 01.09.2022: PvP-related changes: Coded Soul Heart. Coded Beast Boost. Coded Fling. Coded Belch. Coded Ice Burn. Coded Adamant Orb Coded Lustrous Orb. Coded Griseous Orb. Coded Confide. Coded Electric Terrain. Coded Grassy Terrain. Coded Misty Terrain. Coded Psychic Terrain. Coded Electric Surge. Coded Grassy Surge. Coded Misty Surge. Coded Psychic Surge. Coded Wonder Skin. Coded Terrain Extender. Coded Beast Ball. A by 500% increased chance to catch a Pokemon with Beast Boost. A by 90% decreased chance to catch a Pokemon without Beast Boost. You and your opponent (PvP, trainers, wild battles) have different colors in battle log now. This should help to differentiate in battles with the same Pokemon on the field. Reworked all moves that require a recharging turn e.g. Hyper Beam: Protect doesn't block the charge turns anymore. Sucker Punch fails when the opponent must recharge now. The recharge doesn't fail because of the absence of a target anymore. Removed an unnecessary fail message when the Pokemon must recharge and is affected by the taunt. Explosion works properly even if the opponent must recharge now. Sleep is working properly when you must recharge now. The code base is much cleaner now and this will hopefully avoid more bugs with these moves. Removed the extra code for switching in after a KO for players and NPCs. The Switching Code is now generalized. NPCs no longer activate the end-of-turn effects twice in this case. E.g. Wish, Leftovers etc. In case of a double KO, NPCs switch their Pokemon together with the player now. These bugs were in PRO here since the launch. The effect of Zen Mode, Power Construct and Schooling will be activated in this case now. Even with Lunar Dance. Fixed the possibility of getting stuck with moves that require a recharge turn in PvE battles. The AI uses the same way to switch their Pokemon as players now. Moves with a secondary status effect no longer display a message when the Pokemon already has a status condition. E.g. PARALYZE failed to have any effect. Psycho Shift works properly again. Iron Ball works properly now. Psycho Shift no longer fails when the user is behind a substitute. Disable properly blocks semi-invulnerable turn moves properly now. E.g. Bounce. Shedinja is no longer able to use Substitute. Taunt blocks the status move before it gets locked through choice items now. Fixed that Struggle recoil damage was sometimes lower than 1% of the user's maximum HP. Metal Burst, Mirror Coat and Counter work properly on draining moves again. Poison Touch is working properly again. Effect Spore respects the sleep clause again. Safeguard prevents a Pokemon from being made drowsy by Yawn, but will not prevent it from falling asleep due to its effect if it is already drowsy now. You can confuse your opponent even if you are behind a Safe Guard now. Body Slam no longer bypasses the accuracy check. Role Play obtains the opponent's ability even when its ability is suppressed now. Dry Skin absorbs moves that were turned into a Water Type move with Liquid Voice now. The Curse Effect should be activated even when someone on the field is dead now. Self-destructing moves display a fail message when they fail now. The effects of Zen Mode, Power Construct and Schooling take place at the end of the turn now. Teleport no longer displays two failed messages when it fails. Added a battle message for Suction Cups. White Herb activates directly after Intimidate now. Liquid Voice works properly with Perish Song now. Perish Song is no longer able to affect Pokemon with the ability Soundproof. Fixed a visual bug when Shedinja died cause of rocks. An additional message appears now every time a move triggers Magic Bounce or Magic Coat now. Fixed a visual bug with Psycho Shift. Focus Punch is executed without any problem even if the pokemon took hazard damage in the turn now. Removed unnecessary space in Perish Song's perish count message. The toxic status turn resets properly between wild encounters now. Gravity affects flying-type Pokemon every time now. Skill Swap shows which abilities have been swapped now. Prankster no longer fails against dark type pokemon when the move was bounced. Added an extra sleep clause check for non-self inflicted sleep. Pick Pocket and Magician do not activate on turns the Pokemon die anymore. Other changes: Updated the embedded Python version to 3.10 for NPCs scripts.12 points
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Developers to-do list: //This list is ordered alphabetically. It's just what we have on our to-do list. Auction House //An auction house that'll be usable in-game and on the Dashboard. Battle animation adjustments //That mainly affects the catch animation and a few small adjustments. Battle log //Some plans but probably not easy with ngui. Box rework //A general box rework to add more filters, split the boxes, add mass delete and so on. Double battles //Battle together with your friends and against your enemies within and outside the story! Dungeon á la Mystery Dungeons //Player will have to climb maps as a Pokemon. Repetitive content with a chance of different rewards at the top. Dynamic window layering //There are so many window layering problems recently that I rather add dynamic window layering a la Windows. Event icons rework //The current icon code is really, really bad and needs a rework so we can easily add more information/icons. EXP rework //Our EXP formular is wrong and uses the wrong value for the exp group. This might need a complete spawn and trainer level rework for the story. EXP share //EXP share à la gen2 where the Pokemon that held the item always got its EXP share. Fishing Rework //We plan to make it a mini-game similar to how fishing works in Minecraft. Fixing all incorrectly coded moves and abilities //https://pokemonrevolution.net/forum/topic/233061-list-of-broken-moves-abilities-items-in-pro/ Forum change //Xenforo is everything but not user-friendly nor easy to work with and we need to get rid of unique emails. Higher PvP rating at season start //Would like to start the season with a higher rating so you can actually lose something. Illusion //Hard to do cause you need to send different pokes to each user which requires a rework of the code at 180 different places. In-game layer rework //The character and map layer client code is a mess but that's a mammoth project. Ladders in client UI //Show all kind of ladders in the client UI. That includes OU Ranked, Random Ranked and Total Playtime. Lending Trade //Probably needs another rework from scratch. Mail adjustments //Check whether an item is mailable or not when putting it in the mail and not after trying to send it and a mail confirmation to avoid sending it to the wrong user. Make flying mounts/followers keep flying while standing still //Upgrade of the animation capability for the character sprites. Possibly new animation options. Mod tools updates //Mainly for GMs, a few fixes and small feature requests. Nuzlocke Server //A just for fun server with Nuzlocke features. Data cannot be transferred to live servers. https://bulbapedia.bulbagarden.net/wiki/Nuzlocke_Challenge PRO Editor updates //Many, many updates for the PRO Editor as well as a map server rework from scratch which is already done. The editor is currently in a not working state. PvP elo system //Easy to say, hard to do. PvP encounter rating limit //An option to not encounter users with more than 100 PvP rating less than you. PvP battle replay //Save, play, review and share your battles. PvP battle spectate //Option to allow others to spectate your battles, possibly with a delay. Random Battles and ladder //Not much to say about. Reconnect //That's not only for PvP but in general so users that disconnect unplanned reconnect without even realizing it in the background. Very complex problems. Rework multi-hits //In handhelds every multi-hit has its own damage calculation, crit chance and so on. Required for Parental Bond. Rework winning order //Right now, moves like Destiny Bond and recoil let the wrong user win if both die the same turn. Server merge //Merge gold and silver together and increase the box limit from 1000 to 2000. Show Pokemon and whether they are dead or alive in PvP battles //Initially planned to replace the Pokeballs with the Pokemon sprite but the Pokemon sprites are too big, and resizing them makes it impossible to identify the Pokemon. Android cannot see anything so they were added elsewhere. Slider to change how many users you can see on the same map //To unburden old hardware without the need to use foreveralone. Options to see friends- and/or guildies-only as well. Terrains //Terrain moves, the needed abilities and Terrain Extender for Tapus. Player/Social window rework //Similar rework as PvP window but for the social tab. We could possibly add following features: Boss Cooldowns Page: NPC sprite, name, location, current win-streak, cooldown timer, weekly boss limit counter, friendlist: status message, last online, guild: last online, user rating, Input field with an invite button, guild creating in social/player window, /foreveralone check box, time ladder, PMs enabled for everyone/friends option instead of using the online status as indicator. Team Builder //Create teams with your Pokemon and replace your whole team with a single click instead of looking for every Pokemon in your box. Transform and Imposter //Ditto needs some love. Two-factor authentication //With 2FA, you need to use two things to prove it's really you before you can log into your account. For example, you might need to enter your password (that's one factor) and then type in a special code that's sent to your phone (that's the second factor). By using 2FA, it's harder for someone else to get into your account because they would need to have both your password and access to your phone. Username borders //Didn't think about it any further. Visual for active stat changes //Not sure how to do that yet, might be a space-related problem. Visual for environment moves //Probably just a new background as long as the rooms are active, Artists where are you? Z-Moves //Boom, baam, damage, yknow.. ▣ High priority ▣ Normal priority ▣ Low priority ▣ Completed Please do not suggest any of the features/planned changes above as they are already on our to-do list!7 points
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Hello everyone, I just wanted to share my thoughts on the Alolan Marowak special event. First of all I want to say great skin design and thanks to the person who submitted this skin to the form contest. I am really looking forward to the following events and the new forms coming But now to the rather negative, the rates, 1/300 chance of a Pokémon spawning at a rate of about 0.6-0.7%, and then the whole thing for 7 days. Has anyone actually thought about what that means? I farmed 7 days, 12000 encounters, that's about 40 hours of hunting, that's like a full-time job. During that time I encountered 74 Alolan Marowak. It is simply impossible to earn anything without luck. (And that's becoming more and more the case in recent events.) 74, that's not even a quarter of the 300 where you're still far from a good chance of having an Alolan Marowak with event skin. Just as a counterexample, the Star Wars Pawniard was on Route 1 at a rate of 1/100 back then. A few thoughts on the events in general: I just can't understand why the rates have to keep getting worse. "if the forms are rarer, then they are more valuable" - such comments are then heard. But then you look at the trade, empty – no event forms. And if forms are in there, then they are commons that are traded for 20-30k. Just a note, I've searched Vulcan Plaza for so long and Rattata #5849 came up with an event form, that was on the 7th! Day. 7 days for an event form, which is then worth 20k. The only effect is that you look for an event pokemon for days or weeks, it then has bad stats and you are so frustrated or have no more time in the event, that you don’t start looking for a second one again. Rates have been significantly better in the past, 1/50, oh, good old times, you also searched for days, but if you found the event form after a few days, then you still had motivation if you found a bad one. Nowadays you put hundreds of hours into the game and usually end up with nothing. I don't understand for whom the events are then organized. I used to have the feeling that it should be fun and the game makers celebrate the events together with the players. Even though I know that such texts are probably read by very few and certainly not by the people who could change something about them, I still had to express my growing disappointment. Apologies for any spelling mistakes it may contain Greetings Marksman1303 of MewtusRache P.S. Thanks to my dear guildies who accompany me on what feels like endless hunts so we can still have a good time somehow P.P.S. the new dungeon is nice and fun1 point
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+1 slowly killing the game with those rates.1 point
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I'd love to join! What's your Player name (IGN)? Miella Number of hours played? 372.28 What's your favorite Pokemon? Zoroark/Keldeo/Black Kyurem What country are you from? US How old are you? 201 point
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