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Hello, the best gen 1 remake I played. Question: is there any way of getting past the dark channeler?
No, there is no way of getting past the dark channeler, just like the NPC says
Hello, the best gen 1 remake I played. Question: is there any way of getting past the dark channeler?
Improved itemfinder function
If an item is detected, it will play 1 to 3 chimes depending on how close it is (more chimes means closer to the item).
Lines will point in the direction of the item and flash with the chimes.
If the player is right on top of the item, no lines will show and the chime till play four times.
If the SELECT button is held while selecting to USE the itemfinder, then the original itemfinder function is used.
maybe incorporate that into a future version of pureRGB if possible
Great game, very fun overall. I've just beaten the Pokemon League and this has been the most fun I've had with a GEN I romhack! Congrats!
All in all, I have one questions:
- Do enemy trainers still have infinite PP? The improved movesets and the ability to give enemy Pokemon stat experience makes it really cheap when they can infinitely out-heal you in the later stages of the game. It happened a lot, especially with the Rival's Alakazam (who just kept recovering and meditating, ad infinitum..), and also with later-game Wigglytuffs and Snorlaxes. I wonder if you'll consider a game option disabling infinite PP?
One of the best Gen 1 rom hacks I've ever played. I've just beaten the game for the second time.
I have one thing only I wish is there. I wish that you mentione the locations of the new post game areas. It will save a lot of time actually.
as previously mentioned, it would be more fair if opponents had limited PP, especially in the use of healing moves such as Recover, since they can pretry much stall you out, particularly in a generation where critical hits are not affected by your own stat boosts;
- could you make it so alternate types could be opptional for every pokemon that was changed? I agree with some modifications (Seadra being water/dragon, Doduo being flying/ground) but not with others (namley, Ninetales being Fire/Ghost). It would be cool if we could manually toggle these changes for every single pokemon (like with the alternate sprites). Also, while we're at it, why not make Gyarados water/dragon and Magmar Fire/poison instead of psychic (magma - as a matter - is also toxic and Magmar learns moves like smog and smokescreen in the original games). This way it would also work better with the Jynx/Electabuzz trio - one of them being part Psychic, the other part Fighting in this iteration.
- alternate colors. Cute, but I don't see much of the appeal in collecting rare color variations and trading with NPCs if there's no changes in their level-up learnsets or alternate typings for different colours. Would that be possible to implement? Or, instead, having someone give you a reward if you collect all color variants?
- dark Channeler: I was genuinely spooked with the Gengar event, so kudos for that. Still, if there's nothing on that staircase, why have an NPC guading it? I get Gen II Silph Co flashbacks out of it. For ages, I was trying to figure out how to get past something that isn't there. How about implementing some bonus content there like a Special Ghost/Trainer with your party so you can battle yourself downstairs? Or rebattle ghost version of gym leaders with more powerful Pokemon/teams?
Mew: growing up as a kid during gen One, I remember the rumours about Mew below the truck. However battling Mew there felt a bit anti climatic, as it appears you can do it as early as Fuschia. I would rather receive an item below the truck (similar to the topsecrekey) so we could unlock Mew / a special event related to it in the post-game. Maybe you could make it happen in the room where you can also "change" Mewtwo, adding a bit more backstory to that place.
Pyschic types were overpowered, hence everyone learns Barrage. While fun, it can become predictable over time. With only 156 moves or so, I undestand it's difficult to have much variation, still I felt most late-game teams used the same moves, including the need to have a sure-fire counter against Psychic types. Now I wonder: what if there was an option where Psychic types could be weak against themselves? Early TCG had most Psychic types being weak against their own type - so it's half-canon.
You latest update made the game crash. It was alright in 2.5.2 and I made sure to save at a Pokemon Center before I did it.
I did just that actually! It fixed itself once I flew to Viridian City's Pokemon Center on 2.52 before updating to 2.5.3. I managed to beat Erika not long afterward and now will probably go straight to Fuschia so I can get Surf & Strength before I fight Koga & Blaine. I really need to grind as the level curve is slowly kicking my behind and I am close to having 80 Pokemon in the dex to get the Booster Chip. I'll keep doing that as a precaution from here on in as that seems to be the best approach. I should've known better as the latest update moved some stuff with the maps around and my experience playing these hacks can lead to weirdness like that.