Hi everyone, seems rude not to say hi since this is my first post on this forum. I was looking for a place to post my hack now that I've finished it after years of working a couple of hours every few months on it. This forum seems like a really good place to start! Let me know if I went against any rule.
Overview
Pokmon Scramble is a Balance/Difficulty hack that focuses on making battles more varied in sometimes surprising ways. Sometimes it feels like things have been kind of "scrambled". Other times you will just
scramble to survive. Also collecting pokmon is way easier in this version (and obviously all 151 can be found).
This hack started with an insane question: is it possible to balance out this incredibly unbalanced game without adding types and without changing the way the types worked? What would happen to the gameplay if all fully evolved pokmon were as good as each other?
Then to spice things up I decided to add an exponential difficulty curve.
Because any pokmon choice is as good as the next, and because high difficulty means that players need to start planning a team early, I thought it necessary to make it possible to find most pokmon fairly early in the game.
A generally balanced out and more varied game also means a balanced out and more varied Player Versus Player, however I could not test that, so I'm not sure how it fares in that area. If somebody wants to connect and try battling with this hack, I would be hestatic.
Features
-The starting screen is pretty much the same, except Parasect appears first with Red. If you see Parasect, you patched successfully.
-Many pokmon have different types to reduce the number of pokmon sharing the same type combination. The choices for types are mostly sensible but sometimes weird.
-Since the hack has the same problem of the original game with Super Effective and Not Very Effective messages lying, I have provided a handy guide with all type combinations for the player.
-Stat Totals have been recalculated from absolute scratch (total disregard from the original stats). The formula takes into account how well the type combination of the pokmon fares defensively and how good is the moveset of the pokmon. Also having high Specials generally reduces the stat total that the pokmon can have (basically it's counted twice as Special Attack and Special Defense). The result is a Parasect with the best stats in the game and an Alakazam with the worst stats in the game, and they both end up being pretty good in battle. Mewtwo and Mew are the only exception and are not balanced.
-Many pokmon have additional new starting moves added, which can be found on the handy guide as well.
-Moves have also been changed types to ensure pokmon had access to more types. There are more fighting, bug, ghost, dragon and attacking poison moves for example. Non-attacking moves are all typeless (this way the AI uses them slightly better).
-Similarly to stat totals, power of moves has also been recalculated from scratch. High PP moves are slightly less powerful than low PP moves, however in this hack high PP moves are still viable end-game options. This also means that battles in the first part of the game are way more Rocket-Tag gameplay, with the ups and downs of it. Non-attacking moves are still as unbalanced between each other as before, with fewer changes, except for some general fixes (Focus Energy raises attack, there are no move that lower or raise accuracy). Some non-attacking moves are now attacking moves. HMs are all pretty good moves, so that having a "HM slave" becomes less necessary.
-The hack comes with a handy guide of what every single move does.
-Almost any pokmon can be acquired by the time the player reaches Pokmon Tower and almost any pokmon appears in the wild in one way or another.
-A little less repetition of the same pokmon appearing constantly when going through grass or dungeons. All places have at least 4 pokmon that appear at varying degrees of rarity.
-The guide also lists where to catch most pokmon from Pallet Town to Pokmon Tower, making it easier to plan early on a specific team to beat the game.
-In-game trades have all been changed. Game Corner Prizes as well. Trade-evolutions are in-game trades, but non-evolved versions of these pokmon are also equally viable to use compared to their evolutions.
-Enemy trainers have their levels raised exponentially. Starting with almost no change at the very start of the game and then growing higher after each battle. By the time the player reaches Indigo League, all their pokmon are level 100. Please note you can beat the pokmon league with a team with average level 55-60. There is no need to grind if you plan properly. The lower the level of your team after finishing the league, the more proud you can feel of yourself.
-Enemy trainers have different pokmon, they start having fully evolved pokmon earlier and they have a generally higher variation of pokmon. Pokmon appear as enemies from trainers a similar amount of times between each other. Even legendary birds pop up surprisingly often for what one would expect.
Screenshots
Different in-game trades and game corner prizes.
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Most pokmon can be found earlier in the wild.
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Types and stats are different.
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Compare the stats between Machoke and Kadabra to get an idea of how much weaker pokmon with good types are compared to pokmon with many weaknesses.
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Starting moves have been added to many pokmon for variety and to avoid pokmon with impossibly bad learnsets.
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Moves have been changed types to add variety. Enemy trainers have much stronger pokmon.
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Credits
I worked alone on this project, but some friends of mine deserve a general thank you for trying the hack and giving me feedback.
Downloads
Attachment 83806
Attachment 83792
Attachment 83807
I am curious to hear any opinion. If you play the hack please let me know, I am always super curious to see how everyone plays it and what team they make.
I hope you like it and again, for the love of everything, if you want to try this hack in Player Versus Player against me, please let me know
at once.
Edit: I somehow didn't notice after weeks of "pre-release" tests that karate-chop was still Normal instead of Fighting. Fixed it. If you notice any similar incongruence between the guide and the game, please let me know.
Edit 30/11/2017: Some of these changes are really tiny and not entirely necessary. I don't think I'll need to change much after this version.
-Fixed Dizzy Punch also being Normal (I was sure this was already changed, it feels like the game keeps reversing fighting moves to normal - or I'm going insane).
-X Accuracy cannot be bought from shops anymore (this was an oversight, all accuracy effects should have been eliminated)
-Fixed Poliwrath stats not being reduced despite the access to Amnesia (reduced its hp)
-Stat formula slightly altered in regards to amnesia, granting a few more stat points to Snorlax because of its low specials.
-Fixed Articuno's stats which were a few points higher than they should have been
-Changed Ditto's stats to make it more viable and generally more focused on defense/speed than attack
-Added Fury Attack to Zapdos, providing it access to dragon attacking type. Reduced stats slightly.