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[Released] Pokémon Uakitite v2.1.0

Yeah, the quest system is really broken. One thing I need to focus on...

When you say stuck in the Pokémon Center, is it getting stuck in NPCs? If so, I've fortuantely gotten to that already. The Patrat one is new though.
no its not like a pathing stuck. when i go to leave the center i pop back up in the seating area over and over every time i try to leave. i tried sleeping in there to see if it would fix it, but nothing seems to budge. but when i completed the quest for the boy about the applin it sent me to the poke center too and i couldnt leave then either. might have been a bug that was triggered earlier in the story. it really could be anything at this point. and the Patrat one just force closed after i beat the 3 of them. so im stumped on that too
 
no its not like a pathing stuck. when i go to leave the center i pop back up in the seating area over and over every time i try to leave. i tried sleeping in there to see if it would fix it, but nothing seems to budge. but when i completed the quest for the boy about the applin it sent me to the poke center too and i couldnt leave then either. might have been a bug that was triggered earlier in the story. it really could be anything at this point. and the Patrat one just force closed after i beat the 3 of them. so im stumped on that too
So with the fixed version finally released, let me explain why that was the case. To put it simply, it was outdated code using overlapping global variables with other functions. The function pbSetPokemonCenter that sets the positioning the player is sent to was poorly put together and also shared with the events that determine what version of the Pokémon Center, Quest Center and so on are loaded (since they use the same map). In fact, a lot of the issues that were plaguing this came from old code that just didn't work with modern systems. Combine that with someone like me who frankly doesn't playtest as much as one should and you get the buggy mess of what I'm now calling betas because they're that much of a mess.
 
  • Main Story Content at first gym (though it's more like two "badges" in a sense).

So basically just "Chapter 1" right now. Currently working on the first bonus chapter, though I've slowed down a bit to see if I can get some people recruited in order to help with some of my weaker points.

Like mapping. I don't enjoy mapping and tilesets and all things overworld.
 
Hey, loving the latest release! But I still ran into some weird visibility bugs with the Mantrees. They keep glitching out in certain areas. Can you guys look into fixing it? Thanks!
 
Hey, loving the latest release! But I still ran into some weird visibility bugs with the Mantrees. They keep glitching out in certain areas. Can you guys look into fixing it? Thanks!
Can you go into a bit more detail? Are we talking the chase sequence? The nest portion? The temple portion?

I'm doing another playthrough right now, but I'm a single person and can easily miss things.

Thank you in advance!
 
Version 2.1.0
Changes:
  • Entire rework of Chapter B1 because it was very much a confusing mess and unpleasant to navigate.
  • A new autosave file will appear/update at the start of each deadline so there is something to go back to if you fail instead of just depending on the player to not screw up and leave no possible way of going back.
  • Updated the Fervor dex (which I had forgotten to update to the current modern dex).
  • Area dex stuff readded in now that there's a map.
  • Updated Plugins:
    - Deluxe Battle Kit
    - Gen 9 Project
    - Animated Pokemon System
    - SOS Battles
    - Enhanced Battle UI
    - Modular UI Scenes
  • Alphabetical organization of the places once you can visit any discovered location when entering a door.
  • Text messages were modified to separate the story and relationship stuff.
  • Another EBN news added.
  • If you haven't already gotten the door found in Yurduneus City's well, it'll say Yurduneus City now (because that just makes more sense).
  • Boss Pokémon now restore PP on having a boss bar dealt with, because cheasing a tough boss by getting rid of all its attacking moves was definitely unintentianal behavior. For one bar sure, but not for more.
Bug Fixes:
  • The dialogue portrait wasn't addressing the icon correctly.
  • Zaria's icon sprite was chipped a little.
  • Starters (and Luvdisc) were given proper TM movepools since they're available to get.
  • The end of a trainer battle breaks if the carriage party doesn't have a full squad of three.
  • Certain events will break if there's currently only one member in the squad.
  • Quicksand event was using incorrect name.
  • Dialogue portraits were still not properly aligned. All I had fixed was the text.
  • Characters can still appear on other side of restroom door in the Otherside, essentially softlocking you within.
  • The ability Unfainted wasn't properly working.
 
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