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Eaty

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Everything posted by Eaty

  1. Hello, I'd first like to thank you for taking the time to consider and write this post. I can completely understand how it might feel for you and others that we're neglecting Shiny Pokémon. There are some Shiny collectors and players who trade in Shiny Pokémon. Particularly rare Shiny Pokémon are constantly being traded. Especially wealthy players trade with these practically every month. They buy them and try to sell them at a higher price or simply add them to their collection. This market is the reason we've never touched the Shiny chance in the game and don't have any plans to change that. It could end up destroying an important market without any significant benefits for our players. I like the idea of giving Shiny Pokémon more value for casual players, however I can guarantee you that they already have an enormous value for our players. Unfortunately this doesn't apply to common Shiny Pokémon, which is why we added Rich Guy Joro, who exchanges them for PvE coins. If it's your own OT, you get 5 PvE coins. If it's a different OT, you still get 3 PvE coins. Another thing I don't think is well thought out is that such a Shiny contest could be manipulated. Since the Pokémon are not deleted, no OT check is performed and they could have been caught at any time, small groups or even guilds can join forces, submit their Shiny Pokémon through a single person and potentially share the rewards. With your suggested reward, it's actually not so easy, but it could be possible to create an account that's specifically used by these people for hunting. I hope I was able to explain why I unfortunately didn't think the idea was that good. If you see things differently, however, I'm open to being convinced with good arguments.
  2. https://pokemonrevolution.net/forum/topic/205273-make-pvp-coins-tradeable/?do=findComment&comment=1203244
  3. Hello, we have decided not to allow the exchange of PvP and PvE coins because we want certain items to convey a sense of prestige. We have intentionally chosen legendary-related items for PvP, and we don't anticipate changing this in the future. While we understand that these cosmetics are popular among players outside of the PvP sector, we hope that offering them as rewards for PvP will motivate players to participate.
  4. Hello, we intentionally made this change when we added Random Battles and reworked the database structure for pvp stats. We no longer save disconnects. It counts as a lose the same way it always did for ranked battles now.
  5. Hello, held items get removed and put in the inventory when you trade and when the Pokemon returns. This means, your friend never had your item. It returned to your inventory when you completed the lending trade.
  6. Eaty

    Update Logs

    Upcoming changelog 28.11.2022: Side note: This release is far bigger than it first appears to be. Due to all the changes and all the changes before, the Battle Code is now at a point where it's finally comfortable to work with it. The double type issue for MacOS clients should be fixed now. Fixed low FPS player animation. Fixed a bug that falsely removed or added the Sleep Clause before the battle started. Separated damage and secondary effects from moves now. Coded Parental Bond. Coded Flare Blitz. It has a 10% chance to burn now. Coded Spirit Shackle. Coded Leaf Tornado. Coded Electroweb. Coded Night Daze. Coded Long Reach. Coded Return. It requires happiness for the maximum damage output now. You do not lose or gain happiness in PvP battles. Coded Stall. Coded Surge Surfer. Coded Genesis Supernova. Coded Splintered Stormshards. Added a Python function to create temporary teams for players that will be deleted after the battle again. The enemy team order is randomized in battles now to avoid exposing Zoruark. In Random Battles the Pokemon order is sorted by the order you have seen them now. The enemy team view displays the correct Pokemon when a Pokemon with Illusion dies now. The enemy team view displays the original Pokemon for transformed Pokemon now. The enemy team view displays the correct Pokemon when a Pokemon uses Substitute or semi-invulnerable moves now. The enemy team view updates the Pokemon status to dead now after using a Self-killing move. The enemy team view is no longer visible on wild/trainer battle start fade-in anymore. The enemy team view displays Pokemon that were fainted before the battle started correctly as fainted now. Added a target system in PvP battles. Thrash, Outrage, and Petal Dance stop when the move execution failed now. This avoids getting stuck when using one of these moves against a Pokemon that's immune to it. The additional move effects won't be triggered anymore when the target died. This avoids uneccessary messages such as Burned failed when killing a target with Scald. Reworked One-Hit-K.O. moves. They aren't considered as status moves anymore. List of all One-Hit-K.O. moves: Fissure, Guillotine, Horn Drill and Sheer Cold. Reworked Life Orb. Reworked Sheer Force. It no longer uses a list but checks for an additional effect now. Following moves should work with Sheer Force now which didn't work before: Fake Out, Flame Charge, Flare Blitz, Struggle Bug, Snarl, Rock Tomb, Sparkling Aria, Genesis Supernova and Dynamic Punch. King's Rock can no longer flinch when a Pokemon with Sheer Force uses a move with an additional effect. King's Rock no longer grants another chance to flinch for moves that already have a flinch chance. Life Orb deals no longer recoil damage when the move did not deal damage. Life Orb recoil and Shell Bell recovery is skipped when the move was boosted by Sheer Force now. Following abilities can no longer be copied with Role Play: Battle Bond, Comatose, Disguise, Flower Gift, Forecast, Gulp Missile, Ice Face, Illusion, Imposter, Multitype, Neutralizing Gas, Power Construct, Power of Alchemy, Receiver, RKS System, Schooling, Shields Down, Stance Change, Trace, Wonder Guard and Zen Mode. Heal Bell no longer heals the status of a Pokemon with the ability Soundproof that's on the field. Fixed that move animations were triggered twice when they had an additional effect. Reworked Shell Bell. Wish and Shell Bell will no longer heal a Pokemon that has full HP. Red Card no longer activates when the holder fainted. Red Card denies Volt Switch's/U-Turn's effect, making it impossible to re-switch after Red Card's usage on the same turn. Pickpocket and Red Card won't be activated when getting switched out by Dragon Tail or Circle Throw anymore. Thief and Covet steal a Red Card before it activates now. A Pokemon with the ability Pickpocket that holds a Red Card can steal the enemies item now when the enemy uses a contact move before he gets dragged out. Wake-Up Slap will wake up the target after all hits were dealed now. Power Construct sends an HP update to both users when it activated now. When a move that's Choice item locked gets disabled then the Pokemon struggles now. The Pokemon was able to select a new move previously. Pursuit only bypasses the accuracy check when the target switches out now. Removed the Shield Dust activated message. Mummy gets activated after every hit now. Reworked Fake Out. Removed recoil message for Pokemon that died before recoil was triggered. Reworked Roll Out. The power levels changed from 30-30-60-90-120 to 30-60-120-240-480. Added a message for Liquid Ooze. Protean and Curse interact correctly now. The Pokemon will change its type first and then uses the Ghost-type Curse effect. Fixed recoil damage clamping, casting, and rounding. You can no longer get less than 1 HP recoil damage. Fixed that learning an already known moves caused a disconnect. Substitute no longer denies Gem activation. Stage multipliers are no longer rounded, and use the floating number now. This has very little effect in most of the stats except for speed. Leaf Guard prevents Toxic Orb poison and Yawn now. Reworked all Draining moves. Draining moves deal damage before they restore HP now. Added an activation message for Anger Point. The attacking part of two-turn moves can miss now. Poison Touch can no longer poison a Pokemon through Substitute. Encore lasts three rounds now even if used by a slower Pokemon. Reworked Teleport. Wild Pokemon can no longer steal items. Includes Thief, Covet, Magician, and Pickpocket. Reworked U-Turn and Volt Switch. Fixed a bug with Truant when the Pokemon with Truant was faster than its enemy. Friendly Random Battles give no longer seen Pokedex entries. Reworked the speed code. Fixed that NPCs can choose a non available move. Swagger always confuses the target when it hits now. Supersonic always confuses the target when it hits now. Sing always puts the target to sleep when it hits now. Psycho Shift transfers the correct poison now. It transfered poison instead of badly poison and vice versa. A move that thaws a Pokemon can no longer inflict burn in the same round. Added a message for Dig when it dealt no damage due to Levitate or Flying type. Ghost-type Pokemon get damaged by binding moves as long as they stay in now. two-turn moves such as charging moves, or Semi-invulnerable moves can get their accuracy lowered now. Hurricane and Dynamic Punch can no longer confuse a Pokemon behind Safeguard. Steam Eruption will thaw the user if frozen (even if the move fails to hit the target). Steam Eruption thaws a frozen target hit by it. The battle will no longer go stuck when Metronome selects a two-turn move. Reworked Serene Grace. Summarised multi-hits in a single message instead of posting it after each hit. Terrains have a visual effect while being active now. Will be slightly adjusted in another update again. Wake-Up Slap doubles the damage when the opponent is asleep. Kee Berry, Maranga Berry and Red Card do not activate when the holder activates Sheer Force. One-Hit-K.O. moves do not fail anymore when a Pokemon with No Guard is on the field.
  7. Hello, we already have such mounts in PRO but they aren't obtainable to avoid the situation we had with the Jetskis in the past where everyone used Jetskis even though they liked other mounts more simply cause they were faster than other mounts. That's why I have to deny your suggestion.
  8. Minimally changed but added to the client. +50 PvE Coins. Added to the client. +250 Pve Coins. Added to the client. +50 PvE Coins.
  9. Eaty

    Update Logs

    Changelog 25.10.2022: Updated Unity version. Added enemy team view in PvP battles. Uncovers Pokemon in Random Battles. Displays whether a Pokemon is dead or alive. Right click in enemy team view opens the dex entry. Illusion is currently bugged in the enemy team view. Unfortunately, the fix is not trivial and means a lot of work. We intent to fix it, but we didn't want to withhold the feature from you until then. Wild Pokemon no longer steal items with Pickpocket. NPCs can no longer bypass locked move. Fixed a bug where NPCs switching Pokemon sometimes crashed the server. Reduced the number of parallel logins to prevent the final login step from overloading the main server thread. This means that mass logins after server start should no longer cause problems. Fixed an off-by-one error that sometimes ended in NPCs switching in their current Pokemon. Fixed a bug that caused the sleep clause to be ignored in certain situations. Beast Boost should boost the correct stat now. Getting stuck in loading map shouldn't happen as often anymore. Friendly Random Battles no longer give seen pokedex data. Reworked boost and ice fields. You can no longer skip/stop them by clicking escape or relogging. The character no longer walks on ice. It takes a step and slides over the ice fields now. NPCs below bridges have no collision for players on bridges anymore. The Windows patcher should work without admin permissions in most cases again. Added new Halloween forms and cosmetics. Five new Halloween form families. Halloween Eeveelution Mounts. Twelve new Ghost costumes à la Halloween Digletts. Few small reworks, clean-ups and optimizations. Additional information for Mac users: Unity is aware of the double typing issue with Mac and will fix it in upcoming versions. Once that's done we can remove the current workaround that causes other problems such as copy+paste. https://issuetracker.unity3d.com/issues/2020-dot-3-macos-pressed-key-gets-duplicated-when-printing-it-with-input-dot-inputstring
  10. More or less implemented next client-server update.
  11. Hello, it was implemented and will stay this way until we announce something else. I understand the cosmetical aspect but for now I'd like to keep it. Denied for now but I am open to discuss it again in the future.
  12. Hello, I looked through backups and I cannot find any data. I reset your account, sorry for the trouble and inability to help you.
  13. Hello, I can sadly not fix it at the moment. The double letter bug was a Unity bug. I reported the bug and gave them everything they need to reproduce it. It will most likely be fixed soon. In the current PRO version I made a workaround to fix the double letter but it seems there were more issues. All we can do is wait for Unity to fix the issue.
  14. Hey, I checked your account and you had barely any progress (2 hours playtime) on red server. Is it possible you had progress on another account?
  15. Hello, I will upload a fix tonight.
  16. Hello, please use the original sizes, transparency and format.
  17. Hello, please use the original sizes, transparency and format.
  18. Hello, refunded the 35 coins.
  19. Hello, refunded the wings, please check your inventory.
  20. Hello, due to our very poor move animation implementation it's not only a lot work for artists but also for devs to add new move animations. We sadly don't have the artist manpower and we devs have higher prioritized projects. I do plan to rework it in the future but even then it's questionable if we add more as most players deactivate them for faster battles anyways. Right now, I have to deny your suggestion but we might work more on them in the future if we get an artist that'd like to make them.
  21. Hello, added a hardcoded off-set for tooltips in the Android client and increased the reconnect timer from 45 seconds to 120 seconds. The tooltip off-set might change from being always a problem to sometimes a problem. Please keep me informed if there are problems. This will be live with the October 1st server-client release.
  22. Hello, unfortunately there is no solution for your concerns. We are developing the game and the only way to completely eliminate potential abuse from developers is to stop developing the game and completely lock ourselves out of the database and server. Ideally, encrypt the server with a random password and throw it away as well. However, this would make it impossible to further develop the game and fix bugs or even server crashes. In all seriousness, there are only two Devs, Cames and I, and I can assure you that we are doing our best to not compromise the trust of our player base in us. We are a large team looking over each other's shoulders to avoid such scenarios.
  23. Hello, we do not plan to implement this in a 2D game.
  24. Heyho, I am not against opening EXP daycares in the future. It fully depends on how we decide to calculate the EXP given from daycares. That's definitely something we can discuss once the EXP rework goes live. Please bump this thread once the EXP rework is live on Silver and Gold for a few weeks in case we did not address it.
  25. Hello, that's a mechanic we do not plan to add in the game for now cause we use the subway as huge money-sink. As announced in the official Discord and forum announcements, we currently test our EXP rework on our test2 server. The new EXP code uses the gen7 EXP formulas and we coded the EXP. share item, Party EXP. share, Lucky Egg and EXP. candies. The release might still take a while as we need to adjust many trainer levels and spawns but they already work on test2. Amulet Coin is an item we'll probably never code cause it's not good for the economy. We did not release the megastone cause Mega Kangaskhan's ability Parental Bond is not coded. We'd like to code it before releasing it. Sadly it's very hard to code it with the current battle code so it's very low prioritized. That's a suggestion Content Scripters. I am not up2date about dig spots but if there aren't many or none it's probably cause Hoenn is already attractive due to the Excavation Spots. A Content Scripter might be able to you a more accurate answer.
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