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The main issue we seemed to be having was forced trades just giving the worst feelings in the world. To the point we are talking about just playing without them. I'm actually curious if there is anyone alive who actually likes the idea of them.
My group are 5 hours in to a long play of the game. We are saving our progress and playing a few hours at a time in-between children and work. We LOVE the game. We have been using the following house rules and we've been very happy with the outcome. I thought I could share them and get some feedback on what people think.
- GYM BADGES DETERMINE POKEMON CONTROL: To stop a player simply running through the game with one Pokemon, farming EXP in all of the coloured areas and then annihilating all of the gyms without having to roll dice most of the time, I have used the badge points associated with each badge (provided by Deikkan) as a soft level cap of battle control. This fits in with how earning gym badges in the video games allow a trainer to command Pokemon of higher levels. You can still use a higher level Pokemon but it will start battles with the confused status.
Doing this has encouraged capturing more Pokemon and leveling up a balanced team before taking on gym battles.
This has also been very handy when a player simply rushes Bill's Cottage, grabs an S.S Anne ticket and lands a legendary with zero to a few gym badges. The legendary is usable but will enter battle confused until the Soul badge or higher is earned.
- +2 SUPER EFFECTIVE BONUS INSTEAD OF x2: Again this has felt a little safer and doesn't allow a Pokemon of a particular type to annihilate all competition. Still testing this one but it will probably stay as a permanent house rule.
- TEAM WIPE OUT: When you wipe out you recover half of your full team or 3 (whichever is higher) This has cut down on losing up to 3 full turns to fully recover after a loss. We still lose half of our hand of items as a loss penalty.
I am currently trying to look at a way to use Gengar's sleep move and then Dream eater against the same Pokemon. With battle being decided on a single roll I'm just getting myself confused. I've read earlier comments from players about maybe using a Pokemon's level as hit points but i feel it could lengthen battles exponentially.
Thank you so much for the incredible work Deikkan. You have some avid fans of your game here and I'm excited to run a new adventure with some potential custom events that my group is brainstorming.
- Paul
P.S I post my gaming adventures on my instagram and twitter and will be live streaming the board game on my twitch channel. Drop by anytime. i'd love to see other fans enjoy it with me.
@paulfoxhound Insta/Twitter
@paulfoxhound88 Twitch
We have removed the Trade Event cards and increased the random trainer battle cards. Trainer battles are always fun.
It kept happening that someone didn't recall his mons before clicking Refresh.
So i added the call to the recall function before you reset the flags. Seems to work fine.
Might run into issues if you are fighting your own mons though, but that does seem a bit contrived.
Great to see you like the game. It'd be nice to see some videos of you guys playing the game! Thanks for providing some feedback,the next update I plan to release will be a Balance update where I'm taking all the feedback and trying to fix a lot of the problems in the game.
Nice thoughts about balancing early game high-level Pokémon. Since legendary Pokémon require 8+ to catch, are you guys constantly able to find a way to get the Legendary from S.S. Anne early in the game (getting the Master Ball, or a bit of luck using a Great/Ultra Ball)?
I also got with this problem in my last game where a Solar Beam hit Gary's Blastoise for minimum 15 attack. I want super effectiveness to scale slightly with the attack of the Pokémon so I'm looking at adding a cap of +3 as the maximum it can go.
I've thought a bit about reviving more Pokémon upon being wiped out but I can see this being abused with a trainer with no item cards purposely losing a battle to get a free "teleport" to their last city space and reviving most of their team with no penalty. I may increase the current amount revived to 2 (same as a Pokémon center) if it proves to not be too strong.
This is probably an oversight on my part, but I don't think there's a way to combo them together. I'll look into perhaps changing Dream Eater's rules or switching the moves around with new ones if he feels under-powered.
Due to the feedback about Trade Event's, I'll probably be replacing it in the new update with a different trade event that doesn't cause a player to lose their favourite Pokémon.
@ Dr.Gurk
Nice find! I'll try and have it fixed for the next update.
Your confusion rules work perfectly with our house rule of over-powered Pokemon being asses in battle until you are high enough level to fully control them.
With the S.S Anne ticket, we had a player head up to Bill with a Blastoise (which was evolved before her second badge by grinding wild Pokemon, head down to Vermillion, catch Mew with the masterball won from Team Rocket (Rocket weren't a match for her Level 5 Blastoise with a Protein attachment) and then she could wipe the 2nd, 3rd, 4th and 5th badges with barely a roll due to mew's starting level of 7 and a nice X accuracy or attack up battle card.
Don't get me wrong. Your Pokemon levels are great. They work super well. I think it's about adding a restriction like Max level control until you earn certain badges.
We did the same scenario with mew but added the confused state due to mew's level and yes she still won BUT she had to go through some losses due to Mew rolling odd dice and the opponent Pokemon getting the confused state damage roll buff.
- With the team wipe, i see what you're saying now actually. A free teleport is a powerful thing indeed.
- Another thing i wanted to ask was the clarity of attached items and battle items. can a Pokemon have say a Potion attached and still gain the benefits of an x accuracy? or would it be restricted to a single item? And does a battle item benefit your whole team or just the Pokemon in that battle? If the Pokemon is wiped does the battle item discard and a new one can be used?
Thank you for the help and responses.
It might flavorfully not make sense in some places, but it's generally always been hard to justify picking moves with 0 power regardless of type effectiveness or even bonus effects. It helps close the gap quite a bit, because IMO having to deal with Max rolls of 7 early game can be every bit as frustrating as 15 min rolls late game.
Also I think I'm against putting in an early game level cap based on badges. In the time it takes to run around the board, level up enough to beat team rocket, grab the SS Anne ticket, and catch the Mew location, someone else could be well on their way to winning the game, especially in Short or Medium rulesets. It's probably more viable in games with all 8 badge runs, but it's not even close to an autowin.
About the whole SS Anne thing: an easy solution would be to gate SS Anne behind a certain number of Badge Points. All other legendaries are gated behind Surf or badge points, this could be too, but maybe less points than the others, to balance the need to have the SS Anne ticket.
Also, two small typos I noticed: Lorelei's Lapras is spelled "Lampras", and Gary's Pidgeot is spelled "Pigeot" on their Leader Cards.
u may want to correct this.
another thing, in the POKEMON CHAMPION area right above (very close to the button) the "+ play music" if u hover u see a "invisible container " where u can drag things from the RIVAL container.
thanks for the mod yout work is RLLY great.
Also Giovanni should be buffed in my opinion as players will often have a high level water type due to the surf requirements and the easy levels gained from beating Blaine with both super effective moves and resisting his moves.
Cant wait for the Gen II update
played some hours with it, and enjoyed it alot, played with some friends and it was an overall good from everyone
2.- well playing with some friends y found the following buggs
the script doesnt seem to have worked for the past week
as in, i choose 2nd gen , and it only gives 1st gen pokemon, and the 2nd gen gym leaders.
Phanpy doesnt work with the script, you can send him to the field, but cant recall and even if you do it manually, that slot doesnt work anymore, and no one else can use the script.
this problem was also seen with qwilfish , also there was 2 by default on the blue pokeball for some reason...
the error message for both of this says: attempting to index a null value
is it intended that vulpix quick attack doesnt have the same symbol as the others?
shoulnt magikarps splash be water?
things we found issue with, to be to weak or to strong
3.- hydro pump everywhere and far to powerful
hydro pump to strong, and to many pokemon have it, not to mention i really over shadows any other types, (grass has solar beam with same power, yeah but you cant really consistantly use it)
4.- pokemons not having moves of their type
ok i know there are some who arent know for them using moves of their type, like butterfree, nidoqueen or nidoking and many others.
but for pidgeotto to not have a single flying move? why not give him wing attack, and give pidgeot aerial ace instead? and do something like.. pidgeys gust is 1 dmg flying, pidgeotto has wing attack with 2 dmg, and pidgeot with aerial ace with 3 flying dmg?
5.- was there a reason gen 2 starters where made that much weaker than gen 1 starters? they dont get a move of their type, makes quite a diference earlier on
6.-the TM, can we atleast get 1 team for each type? currently we only got fighting, normal, ice, psychic, ground, water rock, 6 out of 18 types
also no fairy in general
7.-Suggestion for moves for the diferent types
Normal type,
what about gigaimpact?(could be same as hyper beam, but hey more variety)
false swipe? if we use this can we get a +1 to catch?
shoulnt fury swipes do something like double slap?
Grass type.
energyball? grass knot ?
Fire type
flamewheel and flamethrower same power, dont see the first as often,
firefang? fire blast?
Water type
waterfall to feraligator?
aqua tail(im looking at dragonair mostly)? surf? dive? bubblebeam( i know its a tm, but its starmies signature and it doesnt have it)? waterpulse?
maybe withdraw for cloyster?
Fighting type moves.
what happened to crosschop? high jump kick? focus blast? dynamic punch? fast punch (same as quick attack)?
i see a few on the gym leaders, but not on the pokemons
Flying type
above mentioned aerial ace? air cutter? air slash?
Poison type
poison fang for arbok instead of acid?
i guess poison jab? poison tail?
Ground type
earthquake and dig have same power? ,
mud bomb? mudshot? sand tomb?
how about bulldoze for ryhorn?
is spikes only there for the elite4 guy? why no pokemon has it? cant you atleast make that a TM?
Rock type
biggest complain here, the rock pokemon dont even have a rock move (only graveler with rockthrow )
rock tomb for tm? stealth rock to do the same as spikes? stone edge for more dmg options other than rockslide?
Bug type
can we give scyther his fury cutter? or X-scissor?
spiderweb for ariados?
what about the move.. bug bite?, struggle bug? pin misile? megahorn? silver wind?
Ghost type
no shadowball?
Electric
maybe volt tackle? electro ball? thunder fang?
maybe zap cannon for magneton?
no complain here they are pretty solid, decent dmg, (maybe give voltorb and electrode an electric move?)
Psychic
i guess only complain here is why does mewtwo the suposed strongest pokemon (i know deoxys messes with this later) only has confusion and not psychic?
oh and maybe zen headbutt for snorlax?
Ice
no complain here, good variety
Dragon type
dragon breath? dance? claw? rail?
Dark type
dark pulse? nigh slash for murkcrow or sneasel?
Steel type
iron tail for steelix? iron head?
Fairy type
no comment
8.- suggestion
if you enable gen 2 pokemon, the ones blocking your way are sudowoodo instead of snorlax
sorry for the long rant