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The Carpe Diem Update

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@flx-sta flx-sta released this 18 Nov 18:03
· 56 commits to beta since this release
89a3edb

Major Changes

  • Critical captures implemented

Minor Changes

  • Enemy AI will no longer target allies with status moves
  • Custom graveyard music by Firel added
  • Wild Pokemon can no longer flee when using switch-out moves
  • Cosmoem no longer has a level requirement for evolution
  • Transform and Imposter no longer work with fused Pokemon to stop a number of crashes
  • Starter IVs updated to 15 for new accounts and for Fresh Start
  • Endless bosses will no longer be double battles
  • Trainers can no longer use Pikachu/Eevee forms before wave 30
  • Trainers can no longer use Battle Bond Greninja
  • Your rival cannot have hidden abilities on their starter

Implementations and Fixes

Moves

  • Forest's Curse and Trick Or Treat fully implemented
  • Fairy Lock
  • Future Sight and Doom Desire functionality improved
  • Order Up 🍣
  • Freeze Dry niche interactions implemented
  • Grudge
  • Upper Hand

Abilities

  • Mimicry
  • Friend Guard
  • Unburden
  • Wimp Out and Emergency Exit 💧 🪲
  • Commander (also acts as a lure ability) 🐋

Fixes and Changes to Moves and Abilities

  • Sketch crash fixed
  • Bouncy Bubble heals 50% now instead of 100%
  • Chloroblast and Struggle no longer recoil if move fails
  • Shed Tail and Baton Pass now fail if no valid teammate
  • Camouflage prioritizes terrains when considering effect
  • Encore bugs with move restrictions fixed
  • Rage Fist and Belch effects persist after switching out
  • Telekinesis' Ground-immunity now lasts 3 turns instead of 5
  • Lunar Blessing / Jungle Healing now heal freeze
  • Speed Boost no longer boosts speed on switching in
  • Mold Breaker now ignores Shield Dust and Aroma Veil. Plus, Minus, Beads/Sword of Ruin no longer ignorable
  • Shield Dust and Aroma Veil now ignorable
  • Illuminate now ignores evasion boosts
  • Synchronize-Psycho Shift now has its Generation V interaction
  • Dauntless Shield and Intrepid Sword are now once per battle

Items

  • Catching charm
  • Potions and Ethers spawn less often
  • Multi-lens changed to function more like Parental Bond
  • King's Rock no longer applies to moves that already flinch

QOL

  • More localization
  • Fixed sprites for Meganium, Doduo, and Torchic lines
  • Improved cursor behavior for target selection in double battles
  • Failed moves should now properly display a fail message
  • Tooltips no longer go out of screen
  • Pokemon sprite animations are now 10fps

Other Bug Fixes

  • Fixed interaction with frenzy moves and paralysis
  • Fixed some incorrect localizations
  • Fixed some TM compatabilities
  • Fixed bug for no EXP gain
  • Own Tempo Rockruff can evolve properly now
  • Fixed improper item rarity calculation for MEs
  • Biome transitions use proper seeded RNG
  • Fixed a bug with boss HP segments interfering with healing
  • Fixed visual bug of incorrect level displayed
  • Fixed crash when a newly caught Pokemon is sent into battle
  • Fixed bug with Pokemon not evolving at the right time
  • Fixed crash for form change Pokemon fainting
  • Fixed issue with some save files not working

Balance Changes

Mechanics and Items

  • The default IVs of the 27 Starter Pokemon (on account creation and in Fresh Start) is now up from 10 to 15
  • Updated the catching formula to Generation 6+, and added Critical Catches
    • Disabled at the start of a new profile, this scales off of your "Species Caught" statistic
      Species Caught Multiplier Scale for Critical Catches
      >800 - x2.5
      601-800 - x2
      401-600 - x1.5
      201-400 - x1
      101-200 - x0.5
      <100 - x0
      x0 in Fresh Start
      x2.5 in Daily Runs
      
  • Added the Catching Charm
    • Rogue Tier
    • Weight of 4
    • Stacks 3 times
    • Multiplies the critical catch chance further by x2, then x2.5, then x3 for each stack
    • Will not generate if your Species Caught count is too low
  • Reworked Multi-Lens
    • Now functions closer to Parental Bond, but splits your damage
    • Stacks 2 times
    • Each stack takes away 25% of the damage from the initial hit and puts it to a second hit, splitting 75/25 with 1 and 50/25/25 for 2 of them
    • No longer works with multihit moves, but works with set damage moves (with proper damage adjustment)
  • Disabled King's Rock working for moves that already have a Flinch chance
  • Potions should now roll less often in the item table
  • Endure Token RNG fixed, also now only endures one hit and can be bypassed with multihits
  • Set Rewards in Classic now properly take item weight into account
  • Boss Segments no longer block healing items inconsistently, will now always heal through

Moves and Ability Changes

  • Bouncy Bubble's healing has been reduced from 100% to 50% of damage done.
  • With Commander implemented, it has been added as a Lure ability

Other Changes

  • Removed the possibility of your Rival generating with a Hidden Ability on the Starter, and any trainers generating with a Battle Bond Greninja
  • Removed the possibility of a Partner Pikachu/Eevee on trainers before wave 30
  • Endless Mode bosses on wave x50's can no longer be double battles

Date: 2024/11/17