Well, if not improvements, certainly not worse. Get Ye Patch HERE.
Things made Certainly Not Worse
- Mist protects against stat drops, not just a certain set of moves that CAUSE stat drops.
- Haze works as in Pokemon Stadium.
- Hyper Beam requires recharge, even on faint or Substitute break.
- Sleep can no longer override other statuses on Pokemon that have to recharge (did u kno! Pokemon recharging after a Hyper Beam have a 100% chance of being affected by Sleep status.)
- Breaking a Substitute no longer overrides after-effects of moves. (This includes moves that hit 2+ times! the attacks will continue after the sub-break)
- Can no longer self faint by using Substitute at exactly 1/4 health.
- First pass at AI improvements; enemy trainers will not spam 0 power super effective moves and wonder why they aren't the very best.
- Sleep timers adjusted. Currently 1-4 (really 0-3 ?) turns.
- Rest works as in Pokemon Stadium
- Critical Hit chance roughly halved. A Pokemon of average speed has a 10%-ish chance to crit.
- Focus Energy not actively harmful!
- Psywave can no longer both simultaneously miss and do damage (mostly effects link battles).
- Dig/Fly invulnerability should no longer stick when fully paralyzed.
- Hyper Beam recharge clear when opponent is Frozen.
- Healing moves don't fail if health is a multiple of 256.
- Counter can't counter damage from previous turns.
- Game doesn't freeze with a divide by 0 when a powerful pokemon picks on a weak one. Reflect/Light Screen boost properly doubles defenses and won't overflow; Withdraw+Reflect Cloyster viable now.
- All pokemon stats recalc'd when statup or statdown applied (fixes Burn/Paralyze penalties being reapplied; might lag the game, let me know)
- Crash Damage for Jump Kick & Hi Jump Kick restored. Let me know if this causes any weirdness with Bide or Counter.
- Wrap ends if the target switches out; if that happens, the user loses its turn. Trying to use Wrap twice in a row will force your Pokemon to go last in the turn order.
- Rage, and Thrashing About recalculate hit chance every turn so accuracy drops don't stack.
- Critical Hits use whatever stats (modified or unmodified) benefit the attacker greater.
- Poison damage increased to 1/8th HP. Toxic remains until a battle is completed.
Moves Edited
- These moves now do Physical damage; Thunderpunch, Fire Punch, Ice Punch, ICrabhammer
- Karate Chop is FIGHTING move (was NORMAL)
- Gust is FLYING move (was NORMAL)
- Razor Wind is 100% accurate (was 75%) and has a high critical-hit ratio.
- Wing Attack is 60 Power (was 35)
- Bite has 30% to flinch (was 10%)
- Blizzard is 80% accurate (was 90%)
- Rock Throw is 90% accurate (was 65%)
- Rage no longer forces the user to use Rage.
- Skull Bash raises defense one stage.
- Dizzy Punch has a 10% chance to confuse the target.
- Rock Slide has a 30% to flinch (was 0%)
Hard Type Hack Goodness (up to Brock)
- AI ensmartened.
- Movesets changed.
- Enemy trainers have Stat Exp-raised Pokemon. (Stat Exp is EVs' more useful, weirder cousin.
Planned Improvements
- Give AI another pass. Potentially use the AI system from Pokemon GoldSilver.
- Make enemies not ignore PP (had this working, but then gremlins)
- Less ugly back sprites. (Also working, but have to reshuffle banks around now that AI takes up more space)
This time around I've included a save file so you can try your hand at the new Elite Four.
Changelog
- 0.1.0 :initial release
- 0.1.1 :Substitute was failing all the time due to me not understanding 16bit math, whoops. Faint on 1/4thhp bugfix reverted.
- 0.1.2 :Enemy AI correctly ignores typing for 0 power moves in all cases now.
- 0.2.0 :New trainer moveset system! Elite four moveset show proof on concept with new strategy.
- 0.5.0 :Second pass at AI. More battle bugs fixed.
- 0.6.0 Sleep timer reverted to standard as I consider a second version with more extreme changes. AI can Dream AI effectively now. Wrap+switch bugs fixed.
- 0.6.1 Sleep timer changed again. Odds now 1/5th for 1, 2/5th for 2 and 3 turns. If it's good enough for Stadium it's good enough for us.
- 0.7.0 Wrap mechanics finalized (except for interaction with X Accuracy. May adjust in the future). A bug with damage calculation + high stats was fixed (my bug, not Game Freak's). Mist and Elemental Punches changes; see new list of things Certainly Not Worse.
- 0.8.0
This post has been edited by MechanicalPen: 17 October 2016 - 03:39 PM