1.The 0 EXP version of the hack is no longer a thing. That's because it is now avaliable in the main hack. Yay! As soon as you start the game, you can interact with an NPC called "EXP bot, version 0", which will explain what the 0 EXP challenge does to the game and let you choose to turn it on or off. However, as soon as you encouter Prof. Oak (or more accurately, his replacement in this hack), the EXP bot will dissapear, making the choice pernament from that point forward.
0 EXP challenge is not recommended if you are playing for the first time, since there is a good chance that a Pokemon that you want on your team will not be avaliable to you and the game will be much much harder than usual. So only turn it on, if you are a masochist, like me.
The day care man is also not avaliable in 0 EXP, so don't think about exploiting that.
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2. Pokedex entries now show the stats of the Pokemon, so no need for google searching the stats of the Pokemon, as long as you obtain them.
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3. Pickup is changed so that it no longer gives a the Rare Candies (for the purposes of 0 EXP challenge) and instead of the useless berries that you had a low chance of getting, you will instead get evolutionary stones, which are now much rarer in this hack, making it so you have to work for them (instead of Celadon City practically giving you a free evolution for any stone evolution Pokemon).
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4. Wild Pokemon have many held items that are very rare in the overworld, like evolutionary stones, move relearner mushrooms and move type boosting items (like Silk Scarf, Dragon Fang, etc. (which btw, give a 20% boost now, instead of 10%))
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5. The critical hit table has been changed. Now, in regular battles, critical hits are almost nonexistant, with a 0,390625% chance of happening. This might cause the same meme as the "256 miss" as in gen 1, but it makes it so that luck is less of a deciding factor in a regular battle. Increased critical chance from that point forward is the same as from gen 6 and on (12,5%, 50%, 100%), which means that critical hit build are still usable (Using Focus Energy and a move with an increased crit chance OR having Scope Lens held, makes the crit chance 100% pernamently, until switching out)
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6.TMs are still one time use. While most Pokemon get good coverage with the move relearner and the later levels, the TMs are for the coverage that isn't learned naturally. No Pokemon is useless without them, they just give them a neat boost.
However, in the post story, post game game challenge, having no TMs that would really benefit you would suck. So as soon as you can access the post game, you will be able to get an infinite amount of TMs for free.
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7. Celdaon still has some buyable TMs, however these are more situational. The intention of these TMs is not offense, but helpful, non-offensive addition that almost any team can use. These TMs are:
-Taunt,
-Protect
-Rest,
-Slack Off (which can be learned by almost any Pokemon since you can't use healing items from the bag)
-Substitute
-Hail
-Rain Dance
-Sunny Day
-Sandstorm
With the weather TMs, you can have a weather team, and also always have an option to cancel opposing weather.
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8. As mentioned previously, the hack will try to make the balance less one sided, with pernament SET mode, removal of badge boosts, EVs and items in the bag can't be used, while still giving the player a decent amount of held items.
HOWEVER, there is one more change, that you, a random internet guy, can impact. I've contemplated, if I should also remove IVs. This would make it so that every Pokemon of the same species is the same, except for their abilities and natures. This means that there is no need to be dissapointed for a Pokemon with bad IVs, since they are always set in stone, but this also means that your Pokemon will never be better than your opponents, and vice versa.
This makes it so that Pokemon that can only be gotten once (aka, legendaries), will not be pernamently useless in the level 100, post story, post game, if they happen to have bad IVs. The only thing that can make them useless is their nature, which the player can easily see as soon as they catch the Pokemon.
This also means that the level 100 post story, post game will need less grinding for perfect Pokemon.
So, here is where you can influence this change. About a minute after I post this post, you will be able to find a poll on the top of this thread. There, you can vote, which of these you want:
-Keep IVs as is, making every Pokemon unique, with some being better, while others being worse, which can either benefit or hurt the experience, depending on luck/grind for Pokemons
-All IVs are always 31, making every Pokemon the same, except for their nature, making practically every Pokemon of a species as usable as any other.
The poll will be open for about a week. The result will influence the final game.