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woof!
i've started abusing that.
i don't think i care.

additional maps for all sidequests finished today, i've done myself in for one more puzzle which may or may not take some effort to code but fortunately i think it's one of those that will be harder to solve than to make...
if it's possible.
which i guess i won't properly know until it's in game and i can test it 🤔

unfortunately none of those maps really make good screenshots to show off because... well, cuz half the fun will be finding these areas in previously existing places and being like, what, that was a thing????
it wasn't.
but it will definitely seem like it was the whole time.


in other nyus, and by that i mean the thing i was also going to talk about last night and didn't... i've removed the arbitrary badge stat boosts from the game.
you know, the like, X badge slightly increases the whateverstat of all your pokemon!!
because it was kindly pointed out to me by a user on the forum that that feature hasn't... actually existed in canon games since 3rd gen.

although some players may be sour to lose this strength they were promised, i see three advantages here:
- first, accuracy to canon
- second, as a result of the above, damage calculators will be more accurate to the game
- finally, the main one and the one pointed out by that same user: late game is often when difficulty struggles. although that'll always depend in part upon just how much effort has been invested into one's team and what matchups there are, i don't think the extra 10% is really doing my job here any favors as far as making a challenge that will be satisfying through to the end.

if i were not about to crash into the level cap, that might be a different story.

incidentally, for science's sake, i calc'd out about how much EXP it takes a on average  to get from a full team from level 85 to 90 (current episode's range) vs how much EXP a trainer's pokemon will give.
by my probably incorrect calculations, i get about 150 trainer pokemon in an episode. and so counting wild pokemon, probably closer to 120. any more than that and i risk crashing a non-rotating player into the level cap. it's even worse considering trading boosts.
that might seem like a lot on paper but if every trainer has six pokemon, then i basically only get 20 trainers.
yikes.

this is, incidentally, part of why there are a lot fewer trainers in the end game than the start. i haven't compared the actual values to the same formula for the early levels, but i suspect it matters less when players are much more likely to be swapping mons in and out early on and as they're still becoming available anyway.

not that that matters because in this case, by "level cap" i mean level 100. haha oopos.

and anyway the point is i'm pretty happy to even this playing field since i have a reason to. the fact that it only affects later in the game is even better since i'm pretty happy with the difficulty in early-mid game and i certainly wouldn't want to throw that off.
really the only issue might be the fact that it's a 10% speed loss after serra which could lead to more or less sweeps...
but we'll see!

alternatively: you'll see!

alternatively: git gud, 10% boosts are a crutch

i have faith in u all



Comments

Jáchym Toušek

Oh, great. Once again Patreon decided to simply delete my long comment so I have to write it from scratch. :-/ I fully agree with the removal of badge stat boosts. It never really made sense for the player to have such advantage. About the EXP per episode thing... At the moment this is actually the biggest problem in Reborn in my opinion. On one hand the difficulity and limited pokemon availability encourage the player to use rotations. Without it you will likely hit a roadblock sooner or later. On the other hand the game currently punishes the player for using rotations by always leaving him severely underleveled and forced to loooong grinds on wild pokes or in Great Hall which is NOT fun. I don't really understand your reason for giving just the right amount of EXP for 6 pokemons in each episode. If it is simply to not make the player's pokemon overleveled if they don't use a rotation then that's a completely wrong reason. It's far better to add a hard limit like Reborn Hardcore or Rejuvenation (pokemon simply don't get EXP after reaching the cap for your current number badges) than to limit the number of trainers like this. Can you please reconsider this and add more trainers to support rotations? It would make the game a lot better in my opinion. For reference in any of my playthroughs I had around 10 mons on my rotation. Also most of the time I had one newly caught pokemon or a hatchling on me with an exp share. So in total I need like 12 mons worth of EXP. Sometimes I feel like I spend more time grinding than actually playing the game. Not to mention E16 Devon where I was locked out of grinding with mons who had no chance to defeat Arclight and ZEL.

Amethyst Liddell and Chasing Selene

that hard exp limit thing is actually a discussion i was planning on having with y'all soon so let's come back to this then ! also for the record i get your comments in email so even though it appeared to not save, i actually totally saw your original comment

Hachilio Murray

I never noticed the badge powerup. I had quite a hard time winning even with the boost. I will have to train harder lol. About level cap, I prefer you don't change the fundamentals of what makes Reborn. You made this choice a long time ago, and I like it. Sure, a hard cap on EXP such as in Insurgence and Rejuvenation is very convenient, worry free and stuff. But on the other hand, you limit the player who wants to level higher(take a gamble), evolve a pokemon then use common candy or whatever. I think the common candy approach is perfectly fine to deal with an abundance of EXP. Personally, it encourages me to try new pokemon as it requires much less grinding!. Much more fun as you have it.