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FireRed hack: Pokemon New Generations

UPDATE

  • Ekans: Learns Acid at level 22, Sludge at level 32, Mud Shot at level 37, Sludge Bomb at level 54
  • Sandshrew: Learns Mud-slap at level 22
  • Sandslash: Learns Mud Shot at level 31
  • Clefable: Learns Hyper Beam at level 55
  • Gloom: Learns Magical Leaf at level 37
  • Bellossom: Learns Overheat at level 56
  • Venonat: Learns Poison Fang at level 45
  • Venomoth: Learns Silver Wind at level 60
  • Numel: Learns Mud Shot at level 19
  • Snorunt: New Stats: HP 75, Atk 65, Def 65, SpAtk 65, SpDef 65, Speed 65, BST 400; Learns Ancient Power at Level 21, Aurora Beam at level 29; Doesn't learn double team anymore
  • Plusle: +20 SpAtk
  • Minun: +20 SpDef
  • Medicham: +15 Atk


 
BIG UPDATE

Added some QOL updates:

- Now you will see on stats screen the effect of natures (red is increased while blue is decreased)
- Learning new move, the cursor now stay on new move instead the first, to prevent wrongly forgetting existing moves by mashing A button

Improved some movesets:

- Chimeco now learns Petal Dance at level 66, Frenzy Plant at level 99
- Clefairy now learns Fake Tears at level 25 instead of Defense Curl
- Combusken now learns Double Kick at level 21
- Crawdaunt now learns Faint Attack at level 31, Growth at level 43, Thunderpunch at level 50
- Delibird can now learn every TM, HM and Move Tutore moves
- Dewgong now learns Double-Edge at level 64
- Jigglypuff now learns Tickle at level 25
- Kingdra now learns Slam at level 18, Double-Edge at level 31
- Ledian now learns Bug Slash at level 25 instad of Ledyba
- Ledyba now learns Tickle at level 16
- Luvdisc now learns Dive at level 16, Iron Defense at level 28 instead of Agility
- Masquerain now learns Gust at level 19 instead of Water Sport, Wing Attack at level 22
- Misdreavus now learns Tickle at level 31
- Nuzleaf now learns Leaf Blade at level 28 instead of Bullet Seed
- Plusle and Minun now learn Fake Out at level 32
- Porygon2 learns Charm and Fake Tears at level 30
- Qwilfish now learns Spikes at level 11 and Explosion at level 31
- Seadra now learns Water Gun at level 18 instead of 22, Learns Water Pulse at level 32
- Seedot now learns Bullet Seed at level 2, Sunny Day at level 21 instead of Synthesis, Solar Beam at level 31
- Seel now learns Water Gun at level 15
- Tropius now learns Dark-Pulse at level 31
- Volbeat now learns Signal Beam at level 12 instead of 25

- Teddiursa and Ursaring have their ability order swapped, meaning that AI will now have Speed Boost as an ability instead of Guts

Trainers changed:

- Norman: Ursaring's moveset is now = Power Up Punch, Double-Edge, Hidden Power Ground, Protect
- Cue Ball Koji doens't have Forrestress anymore, instead it has Sceptile 55: Leaf Blade, Ultra-Punch, Protect, Headbutt (Held item: Leftovers)
- Other minor trainers changes

Miscellaneous:

- Modified encounters in the Cerulean Cave (see docs)
- Fixed some collision areas
- Increased to 150 the catch rates of: Farfetch'd, Girafarig, Heracross, Pinsir, Skarmory, Yanma
 
HOTFIX

Fixed an issue where the player could get softlocked in Cinnabar Island if they didn't get Fly yet: Now the Cinnabar Island Research Lab improved Bill's teleportation technology connecting the Island with Oak's Lab
 
Hi, I just started playing the ROM.

A couple of things caught my attention. I selected my starter and lost the rival fight. After leaving the lab, I found my starter at a higher level, which is strange. What's even stranger is that I do not receive XP from defeating wild Pokémon.

If we don't get XP from wild Pokémon, maybe we get XP from leveling up with candies. The problem is that they are expensive. How am I supposed to test all Pokémon if I don't have a way to get XP and candies cost 500 each?

I understand you want to limit resources, but why limit candies? If people want to level their Pokémon to 100 and make the game less enjoyable for themselves, so be it. Personally, I find the most joy in capturing all Pokémon and seeing what the developers did with them in terms of stats, moves, and so on.

Are there level caps, or can I just use all my candies on one Pokémon and sweep through everything?

I've just started playing and got to the first city. Normally, I like to take my time and capture all Pokémon, but in this ROM, it seems I won't be able to do that. I even discarded my starter and captured a wild Pokémon at level 12 to have a stronger starter.

Could you kindly explain why you designed the leveling system like this? Is there a chance of changing it so players can have as many candies as they want? (I can also add them using codes if the code is the same as the rare candy, but still, I want to understand your thought process behind this decision.)

EDIT: I played for a few more hours, and to prove a point that level candies should be free, I spent all the nugget money on candies and used them on one Pokémon to clear first badge and routes after that. It wasn't fun, but making them cost 500 doesn't contribute to the difficulty and made me skip a lot of Pokémon that I wanted to try but couldn't level up since I put everything on one Pokémon. Another thing, I haven't found one yet, but Meowth has Pay Day. If you want to limit resources, better remove Pay Day from the game; otherwise, people will abuse it anyway.
 
Last edited:
Hi, I just started playing the ROM.

A couple of things caught my attention. I selected my starter and lost the rival fight. After leaving the lab, I found my starter at a higher level, which is strange. What's even stranger is that I do not receive XP from defeating wild Pokémon.

If we don't get XP from wild Pokémon, maybe we get XP from leveling up with candies. The problem is that they are expensive. How am I supposed to test all Pokémon if I don't have a way to get XP and candies cost 500 each?

I understand you want to limit resources, but why limit candies? If people want to level their Pokémon to 100 and make the game less enjoyable for themselves, so be it. Personally, I find the most joy in capturing all Pokémon and seeing what the developers did with them in terms of stats, moves, and so on.

Are there level caps, or can I just use all my candies on one Pokémon and sweep through everything?

I've just started playing and got to the first city. Normally, I like to take my time and capture all Pokémon, but in this ROM, it seems I won't be able to do that. I even discarded my starter and captured a wild Pokémon at level 12 to have a stronger starter.

Could you kindly explain why you designed the leveling system like this? Is there a chance of changing it so players can have as many candies as they want? (I can also add them using codes if the code is the same as the rare candy, but still, I want to understand your thought process behind this decision.)

EDIT: I played for a few more hours, and to prove a point that level candies should be free, I spent all the nugget money on candies and used them on one Pokémon to clear first badge and routes after that. It wasn't fun, but making them cost 500 doesn't contribute to the difficulty and made me skip a lot of Pokémon that I wanted to try but couldn't level up since I put everything on one Pokémon. Another thing, I haven't found one yet, but Meowth has Pay Day. If you want to limit resources, better remove Pay Day from the game; otherwise, people will abuse it anyway.
Thank you for your input

First of all: this is a difficulty/challenge rom hack, not a catch'em all game; you can still finish the game while catching all of them (it has been done in beta testing) but that's not an easy task and, again, it's not the main design of the game itself
The player is obviously free to do so but, if your main (or only) enjoyment of a game is to catch any and all pokemon available and have everyone of them at max level at all times, this may not be the game for you
This game is mostly aimed for challenge runners, people that enjoy the difficulty of a game and, most of all, for Nuzlockers.

Making candies limitless defeats the main purpose of the game: being challenging.

There is no level cap, as stated previously in other posts i like to let the player choose their own rulesets: if they enjoy overleveling they are free to do so, doing that will limit their resources available in case they find a hard counter, but yet they are allowed to do it (i personally despise hard level caps)

In every romhack you can cheat and add items and pokemon, that can't and shouldn't be taken into consideration in the making of a game: If you want to just cheat a level 100 Mewtwo with a perfect moveset and stats as your starter, do so, there are no rules against that but bear in mind you are no longer playing by the game rules and every design intent is no longer important from that point onward and any and every complaint about the game itseld being "too easy" or anything else becomes void

thanks for your concern about Pay Day, but as you could have seen in the documents that move has been removed from the game, just the same as the Vs Seeker, the Casino and any other way to get access to infinite money. The total amount of cash accessible in the game is Fixed and required quite a long time to calculate correctly in order to give some breathing room to Nuzlockers
take into consideration that players that decide to use a Nuzlocke ruleset will have to completely discard a pokemon that faints, that means losing all the candies and resources allocated to that pokemon
the game has been completed as an Hardcore Nuzlocke during Beta Testing (one player even did it without using set-up moves) so it's perfectly possible to do so.




TLDR: the game is mostly for challenge runners, limiting the amount of cash and therefore candies allows to better balance the game itself without forcing level caps for all the other players
 
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