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[Released] Pokemon Soulstones 2: Time Wardens [Patch 1.5 NOW AVAILABLE]

It's progressing well. Lots of maps have been built out and chapter 14 has been fully built out. I'm splitting my time between adding even more regionals for patch 1.5 and working on post game content.
 
It's progressing well. Lots of maps have been built out and chapter 14 has been fully built out. I'm splitting my time between adding even more regionals for patch 1.5 and working on post game content.
Just wondering, but how many chapters will the final game have?
 
Hi! Great work on the game.
Loving it, but I'm bothered by the sound effects volume setting. The system based sfx jingles and such are not affected by the "SE Volume" at all, but "Music Volume" only. Hinders my ability to enjoy the custom music in the game when the jingles are deafeningly loud.
Haven't played a Pokemon Essentials game in a long while, so I can't rule out this being engine related.
 
Thanks for the feedback. The sound effects sound fine on my side based on my own testing so it might just be some hardware difference. Nonetheless, I can revisit this and see if I can bring down the sound effects or alternatively, you can always use the jukebox (accessed through your Pokegear) to listen to whatever tracks you want.
 
Just want to say absolutely loving this game. I love the type changes and new types as they make me have to think a lot more about things. About the only thing that I've found I don't like so far is the difficulty spikes whenever there is a boss battle (maybe some hints just before would help as a lot of it comes down to having a the right team/moves). Once again love all the effort that has gone into this awesome game.
 
Thanks for the feedback. The boss battles are a bit harder than your ordinary trainer battles, but a little preparation and good team building (assigning EVs using the built-in menu, and using the quality of life NPCs to max out IVs, set beneficial natures and selecting optimal abilities) should be able to help you address this issue easily.

If you're on adept+ difficulty, you always have the option to lower it using a NPC on Auriga Beach (but this can only be done once before he disappears).
 
Thanks for the feedback. The boss battles are a bit harder than your ordinary trainer battles, but a little preparation and good team building (assigning EVs using the built-in menu, and using the quality of life NPCs to max out IVs, set beneficial natures and selecting optimal abilities) should be able to help you address this issue easily.

If you're on adept+ difficulty, you always have the option to lower it using a NPC on Auriga Beach (but this can only be done once before he disappears).
True, I'm playing on the easiest mode (I completely forgot about setting the EVs til I got to the Academy tower, much easier now I have started setting them)
 
After having finished the main story and did little bit of postgaming, I gotta say it's been a fantastic experience. Kudos to the team for the work on sprites, overworld, new mechanics and more Jrpg-like structure as opposed to gamefreak's efforts. Also love the ability to retool my EVs and moves on the fly! So many build options, even for a static team of 6 (which I sure as heck didn't have lol, 3 boxes of used mons at least)

Some improvement suggestions:
As mentioned by above poster, little hint from the npc's about the upcoming bossbattle like "seems like these opponents want to fight using 2/1 pokemon at once" would help pre-fight prep immensely. Refightable doubles somewhere earlier on to test strategies, wild pokemon or trainers/etc. Regarding that, Instruct seems to fail regardless if it goes before or after the target, according to Bulbapedia it's supposed to only fail if the target has not used any moves or using a consecutive move like Bide, Focus Punch. It fails with an in-game message.

Got this Essentials crashing error in postgame using trickroom:

[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]

Exception: NoMethodError
Message: undefined method `prio' for #<Pokemon::Move>

Backtrace:
[Consistent AI] AI_Switch.rb:747:in `block (3 levels) in pbChooseBestNewEnemy'
[Consistent AI] AI_Utilities.rb:2656:in `block in eachMove'
[Consistent AI] AI_Utilities.rb:2656:in `each'
[Consistent AI] AI_Utilities.rb:2656:in `eachMove'
[Consistent AI] AI_Switch.rb:746:in `block (2 levels) in pbChooseBestNewEnemy'
[Consistent AI] AI_Switch.rb:658:in `each'
[Consistent AI] AI_Switch.rb:658:in `each_with_index'
[Consistent AI] AI_Switch.rb:658:in `block in pbChooseBestNewEnemy'
[Consistent AI] AI_Switch.rb:274:in `each'
[Consistent AI] AI_Switch.rb:274:in `pbChooseBestNewEnemy'


I also encountered a crash on save bootup, didn't save the copypaste tho, I'll try and see if I can reproduce it. I got around from it by starting a New file and making a save in that, something related to similar npc being last talked to but different location I think?
 
After having finished the main story and did little bit of postgaming, I gotta say it's been a fantastic experience. Kudos to the team for the work on sprites, overworld, new mechanics and more Jrpg-like structure as opposed to gamefreak's efforts. Also love the ability to retool my EVs and moves on the fly! So many build options, even for a static team of 6 (which I sure as heck didn't have lol, 3 boxes of used mons at least)

Some improvement suggestions:
As mentioned by above poster, little hint from the npc's about the upcoming bossbattle like "seems like these opponents want to fight using 2/1 pokemon at once" would help pre-fight prep immensely. Refightable doubles somewhere earlier on to test strategies, wild pokemon or trainers/etc. Regarding that, Instruct seems to fail regardless if it goes before or after the target, according to Bulbapedia it's supposed to only fail if the target has not used any moves or using a consecutive move like Bide, Focus Punch. It fails with an in-game message.

Got this Essentials crashing error in postgame using trickroom:

[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]

Exception: NoMethodError
Message: undefined method `prio' for #<Pokemon::Move>

Backtrace:
[Consistent AI] AI_Switch.rb:747:in `block (3 levels) in pbChooseBestNewEnemy'
[Consistent AI] AI_Utilities.rb:2656:in `block in eachMove'
[Consistent AI] AI_Utilities.rb:2656:in `each'
[Consistent AI] AI_Utilities.rb:2656:in `eachMove'
[Consistent AI] AI_Switch.rb:746:in `block (2 levels) in pbChooseBestNewEnemy'
[Consistent AI] AI_Switch.rb:658:in `each'
[Consistent AI] AI_Switch.rb:658:in `each_with_index'
[Consistent AI] AI_Switch.rb:658:in `block in pbChooseBestNewEnemy'
[Consistent AI] AI_Switch.rb:274:in `each'
[Consistent AI] AI_Switch.rb:274:in `pbChooseBestNewEnemy'


I also encountered a crash on save bootup, didn't save the copypaste tho, I'll try and see if I can reproduce it. I got around from it by starting a New file and making a save in that, something related to similar npc being last talked to but different location I think?
I'm interested to know more about this error... Can you give me some more info on what you were doing with trick room to cause that error?

Did it cause the game to crash or did it just pop up a warning error? Where were you when you used this move? What were the mons involved in the fight?
 
Maybe it was something related to Ally switch. I believe it was Grapploct and Aromatisse used Ally Switch
Edit: I think it was unique to the Battle tower doubles, think I've done it before without it crashing
 
[PokeCommunity.com] Pokemon Soulstones 2: Time Wardens [Patch 1.5 NOW AVAILABLE]


Pokemon Soulstones 2: Time Wardens

About Project
Pokemon Soulstones was the first game I developed and released by myself in September 2020 during the COVID-19 pandemic. Since that time, I've grown to having a Discord server of more than 3,000 people and over 80,000 downloads. Given the great reception of my first game, I was crazy enough to attempt it again, but this time with a team.

We're now back with a sequel that we hope stays true to the spirit of the first game, by building on what made the first game great: Quality of life, mega Pokemon, and lots and lots of regional variants. I hope that everyone enjoys this game as much as they did the first one and if you haven't played the first one, I highly encourage you to play the first game to appreciate the plot more. You can find the link to the first game here: https://www.pokecommunity.com/showthread.php?t=440329

In no way do I or any of the other development team members receive any profit or monetary compensation for this fan game. We have made this game under fair use laws and do not intend to breach those. If you paid money to access this game, you have been ripped off.

Team:
Lead Developer:
Jos_Louis

Artists: Badman, Endless, Hexx_Vixtar
Scripting: DemICE, PDM20

Tools used to make the game:
RPG Maker XP | Pokemon Essentials v20.1
GIMP
Audacity​

Content warning:
Please note that this project contains some mature themes, including coarse language and violence. Player discretion is advised.

Plot:
You feel a voice calling out to you in your sleep on the night before your 21st birthday. The voice is calling out to you for help and to find her as she is in trouble and vulnerable. You will soon find yourself caught up in a plot that involves assisting a visitor from an alternate universe as she investigates and attempts to unravel the objectives of the Ethereal Guild, a loosely associated band of mercenaries, pirates, and profiteers who have ambitions for intertemporal dominance. While their organization lurks in the shadows, it appears as their influence runs deeper than anticipated, threatening the stability of the Orion region.

Features:
The following contains a list of the features of the game:
  • The flagship feature of this game is that it contains a Pokedex of over 800 regional variant Pokemon and ONLY regional variant Pokemon (i.e. no canon forms at all!)
  • Generation 4-style graphics
  • Mega Evolution
  • 3 new types (Cosmic, Sound and Light) with accompanying changes to the type chart
  • New moves and abilities, both for the new types as well as existing types.
  • Estimated 25 hours of content
  • Similar to Soulstones 1, this is not a gym/league challenge story and is more of an RPG with story progression.
  • Similar to Soulstones 1, side quests are making a return, and some have multiple steps to it to create "mini-stories" which will compel players to pursue side plots.
  • Features a number of unique scripts such as Voltseon's pause menu, Encounters UI, Randomizer X, multiple save files, and the Quest Log UI.

Screenshots:
And now for what everyone has been waiting for, to determine whether this is worth playing or not.
Spoiler:


Pokemon Soulstones and Time Wardens Discord:
As players progress through the game, please join us in the Pokemon Soulstones and Time Wardens Discord server to answer questions, report bugs or just hang out and talk about the game!
https://discord.gg/UNnkvJb

Roadmap:
  • The post game is in development and is being worked on in parallel to any updates or bug fixes to the live game.
  • Given the sheer number of regional variants, we expect there will be fair number of balance updates and patches that are launched as problematic or unbalanced Pokemon are identified. As hobby developers, we can't perfectly QA a Pokedex containing more regionals than the first 7 generations of canon games possessed at once so please be patient with us!

Installation Guide:
  • Like any other Pokemon fan game created using Pokemon Essentials, simply click on the download link and extract the archive.
  • When this is done, run the Game.exe file.
  • If you get an error message on startup regarding fonts not being installed, simply navigate to the Pokemon Time Wardens\Fonts folder, select all the fonts, right click and install them as administrator.


Download Link for Pokemon Time Wardens v1.1.15:
NOTE: If you have downloaded the game before Patch 1.0.7, the full download is required. If not, you may download the SS2 Latest Patch
Full File: https://www.mediafire.com/file/4ceu35n4wjyc5fh/Soulstones_2_-_Full_Game.zip/file
SS2 Latest Patch: https://www.mediafire.com/file/gan5w409hq0r54c/SS2_Latest_Patch.zip/file

Changelog:
Spoiler:

Credits:
If we have missed anyone or misquoted you in the credits, please let us know! We have absolutely zero intent to steal anyone's work and this has and always will be a pure passion project!

Spoiler:
Hi... On joiplay it requires patch but rga type
 
This game is not supported on Joiplay. You are on your own to get it working if you insist on playing on that platform.
 
Game looks great, am enjoying it so far, my only complaint is i like to be able to grind my team up to a certain level before moving on. At any point will i be free of a level cap or am i always only going to be at max 4 levels higher than everyone?
 
Game looks great, am enjoying it so far, my only complaint is i like to be able to grind my team up to a certain level before moving on. At any point will i be free of a level cap or am i always only going to be at max 4 levels higher than everyone?
Unfortunately, the level cap persists throughout the game. It's an intentional design choice to ensure teams are well balanced against the enemies they come up against.

I offset this drawback with lots of quality of life NPCs that can be tapped into to modify your Pokemon in anyway you can imagine (IVs, EVs, natures, abilities etc.)
 
Exciting news. Patch 1.5 is on the horizon! The release date will be December 21, 2024!

So what does this launch contain?
  • ~250 more regionals (Honestly, I've lost count with all the forms we have). We're north of 1050 regional variants now excluding forms.
  • New moves, new abilities and many of the existing mons have had their kits tweaked.
  • A handful of new side areas and accompanying side quests (Auriga Bay, Auriga Caverns, Corona City, Lower Mt. Titania, Route 4C, Orion Docks, Orion Side Streets, Route 15A/15B, Corvus Town, Deimos Caves, Route 23A - 23C).
  • A few existing side quests have been extended to have extra steps to them so they're not simple one-stage "fetch" quests. Most of the new side quest content are brand new chains though.
  • Inverse type chart mode has been natively built into the game as an option you can elect into at the beginning of the game. Sword and Shield mode remains a mod that you can unlock in the ⁠ss2-black-market.
  • Time Warden's Gauntlet (a series of consecutive battles with the dev team).
  • A shop to redeem your hard-earned Achievement Points (AP) for special prizes in-game.
Here's a quick post to show off some of the stuff that's coming with this major expansion patch!

The main download links on the front page will be updated when this patch drops.

[PokeCommunity.com] Pokemon Soulstones 2: Time Wardens [Patch 1.5 NOW AVAILABLE]
 
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