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...so i like doing these day-by-day testing posts, but i'm gonna be honest, i don't feel like i have that much to talk about for the first day! so far, anyway.

which is great! it means there's not that many bugs! either that or we just aren't finding them. that would be less great. 

but i think there's a lot of room for optimism, given that

  • 1-- this game has been worked on for 10 years, fuck
  • 2-- a few folks on the team have already been playing through ahead of supervised 
  • 3-- big shout out to perry and cass for just spending hours flaying the code into shape over the last two years especially

for those of you who are joining us since the previous test, you might know that i like to do posts featuring some of the highlighted bugs from testing sessions. today's are kind of boring! 

like let's see what we've got here...

Wild Whiting Out

this is really the only bug of consequence from the actual supervised testing last night!! i've talked about anomaly battles and how you fight the wild pokemon after them. this is true for most legends in postgame! only.... we realized last night... that the story variables and everything were still progressing even if you white out to the wild legendaries..................
.........problematic!
and i had to go fix it for all of them which was annoying, but not very interesting.......


Oh no! The Wild Pokemon broke free!

Here's just a small shout-out for everyone who's been gaslit by Dusk Balls over the years. They have worked at night, but the "or in a cave" part of their description has never worked. Because.... I don't think essentials had any way to properly detect what maps constitute a 'cave'.
Fortunately, someone added field effects to this game and, (after 10 years........) realized she could use them here. The following fields now boost Dusk Balls:

  • dark crystal cavern
  • shortcircuit 
  • underwater
  • crystal cavern
  • dragon's den
  • starlight
  • new world
  • inverse, for spice

... basically all of the dark or cave fields !

......no. wait. no something isn't right here
i forgot the basic bitch cave field ksdfjdskfjdsfg i only realized that as i was writing this okay good thing i mentioned it here fixing it thanks bye


... well, that's basically it? hold on, no, there's gotta be some other bugs around here...
uh.. ah, aha, here's one!

The Eternal Catatonic Crustle

This is cheating because it's from perry's playthrough rather than supervised but... I mean it's the age-old one, chances are if you've played a lot or hung around the main server reborn channels you've seen or seen someone get this. 

One of the route 2 crustles just. Stops. responding.  Talking to it does nothing. Pushing it does nothing. It's just a block.
and like mood
rage powder fixes it, but that's unclear and why does it ever happen in the first place?!
so annoying!

So I've known about this bug since the dawn of time. It's existed since Route 2 was first made, back in the medieval ages. And I spent a lot of time back then trying to bandaid on workaround and after workaround to try and make it ... well, work. And it didn't. And I think I eventually just gave up and resigned to believing that it was some weird essentials glitch due to map connections that was unsolvable and we would all just have to live with but at least it wasn't gamebreaking.

...But route 2 doesn't use map connections anymore. It's just normal teleports. Has been for years. So what is the truth...?

...Well it was actually really stupid the entire time. The crustles become strength boulders after you sleep them, right? But in order to make it not obnoxious, I had the game automatically assume the player used strength already whenever you put one to sleep.
...But when you change maps, that resets.
So if you change maps and try to push them, it thinks you haven't used strength on the new map, and so you cannot push boulders.
...That's all it ever was.
I just had to remind it to pretend the player used strength again.
All these years and all I had to do--
all the confused people asking for help
I--
I....
........well............. it's fixed now.......................................... woo .!!!


um... yeah, what else? 

What was the deal with that Steelix mega-evolution anyway?

oh, that?

i mean i forgot we made it mega at all but that interacted poorly with the fact that we also made it have bigface in-battle. i think it'll be a lot cooler that way! anyway we just forgot to account for both of those changes at once, it was nothing fun, don't worry about it the battle definitely won't be harder or anything  !!


maybe more bugs tomorrow! or the next day! ah, am i hoping for bugs? no, this is wrong... i mean... i guess it's a win-win situation in that sense... but i'd rather the game not break. but then it'll probably break later instead? i don't know. it feels like dress rehearsals before a show-- if the dress rehearsal goes terribly, you know the show will be fine. but if it goes well.............
we'll see what happens!

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