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Posts posted by Kyu
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Due to this patch's economic changes, GTL listings for these items were cancelled during the server maintenance to prevent auction sniping:
- Brown and Grey Werewolf Masks
- All Shinies / Secret Shinies
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13 minutes ago, Valerie42 said:
I feel like Prismatic Pearls are so limited in what they can do, I mean, they can transfer HA status, sure, but only within the same species evo line?? I guess it's good for breeding and not risking your HA mon, but other than that...? What do you need 28 of them for. I kinda hope we get some use of them as currency for... something. idk what.
The prices that the NPC offers scales depending on the effective rarity of the shiny you offer him. This means the most common species like Pidgeys will see a reward of 4 Pearls, and the most rare species like Shedinja will have a reward of 28. The vast majority of species will pay out 4 - 12, but if you want to liquidate something very, very rare for Pearls, we need to offer an appropriate price.
I'll note also that this is the base value of the reward. Certain multipliers come into effect for Shiny Alphas and Secret Shinies if you decide you want to turn those into Pearls too.
We don't expect players to actually be regularly liquidating their Secret Shiny Shedinjas. The feature is tailored to cleaning up the amount of very cheap and worthless shinies. But, we do need to make sure that if the player offers something ridiculously rare that we give them a ridiculous price in exchange.
7 minutes ago, Valerie42 said:But you need to *already have the HA*, which, so far seems to only be from the alphas? Which spawn super rarely? Correct me if I'm wrong here
"Super rarely" isn't really true. Currently it's scheduled to be 1 per in-game day, which is 4 alpha swarms per real day.
With this update we're releasing ~60 unique species trees' HAs via alphas. Most competitive players have multiple competitive pokemon which they would otherwise need to rebreed as the metagame shifts, so the system's scaled with that in mind.
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Alpha Swarms
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Alpha Swarms have been spotted in the wild!
- Alpha Swarms are rare swarms. These formidable minibosses can be found once per in-game day and will wait for challengers for 1 hour. But, don't wait too long! They're very hard to catch.
- Alphas always have the Hidden Ability attribute and always have high IVs. Secondary encounters around the Alpha also have a small chance to have their Hidden Ability.
- Alphas will let you retry a battle if you lose. Even if you don't end up capturing the Alpha, you'll be rewarded with EXP Candy if you can defeat it.
- A new menu in your Dex has been added to keep track of Alphas as they're spotted. Check back frequently to see what's been released!
- Swarms are now broadcast to the Town Map when active
Prismatic Pearls
- Prismatic Pearls allow you to shift the Hidden Ability attribute from one party member to another. But, they only work for members of the same species tree.
- Baron Moray is a man with expensive taste. He'll only trade you Prismatic Pearls in exchange for a Shiny. Shinies can be valued anywhere from 4 to 28 Pearls each depending on the rarity, with special bonuses for Shiny Alphas and Secret Shinies.
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Moray can be found in:
- Celadon City Hotel
- Lilycove City Motel
- Valor Lakefront, near the Seven Stars Restaurant
- Undella Town, by the beach
New Items
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Assault Gear has been added to Battle Point vendors everywhere
- Assault Gear is an item which increases the holder's Special Defense by 50%, but prevents them from using Status moves.
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The Training Link has replaced the Amnesia Brace
- The Training Link doubles EV gain and allows its holder to gain EVs even if they don't participate in a battle. But, the holder can't gain any EXP while holding it
- This item is Account-bound. It can be traded between characters on an account, but it can't leave the account
- Players who had an Amnesia Brace have had their item automatically replaced with the Training Link
UI Changes
- Mobile: The UI for the Dex has been updated to more closely reflect the Desktop client's layout.
- Desktop: The Bag UI has been improved.
Misc Gameplay Changes
- Trainer data has been updated with new abilities introduced in the 24/06/2022 Update
- Mysterious Gems are now known as Mysterious Gem Clusters. No change has been made to the item's effects.
- Alpha monsters' glow has been improved
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The maximum price in the GTL for rare stackable items (e.g. older event bundles) has been increased to $250 million
- Note, the maximum amount of money which can be requested for a GTL Listing can't exceed the max money cap of $2.1 Billion
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The Brown and Grey Werewolf Masks have received a refresh
- The previous howl animation is now triggerable, and their sprites have been updated:
Technology Changes
- PokeMMO can now automatically extract compressed archives for ROMs during setup
- The client is now able to automatically switch audio devices upon disconnection. Players can select an explicit audio output device in the Settings menu under the Sound tab
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Mobile:
- PokeMMO now supports native keyboard integration for iOS/Android mobile platforms.
- The UI is now properly offset from any notches in the phone screen
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iOS:
- Performance on iOS has been significantly improved
- PokeMMO on iOS now supports controllers
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Windows/macOS/Linux: PokeMMO now requires Java 17 for the Desktop client. Upgrade steps are below:
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Windows:
- Standard Installer: No action is necessary for the standard Windows installer. The game will automatically update with the required libraries.
- Portable Zip: Users who are using the portable (.zip) packaging may need to update their system libraries manually.
- macOS: Update the macOS Installer to the latest version (v47) if prompted.
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Linux:
- Snapcraft.io Packaging: Java 17 has already been deployed for Snapcraft platforms. If you're unable to start the game, update the package manually by entering this command into a terminal: sudo snap refresh pokemmo
- Others: Consult your distribution's documentation for how to remove OpenJDK 11 and install OpenJDK 17.
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Windows:
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Windows/macOS: PokeMMO now offers an alternative rendering pipeline to OpenGL.
- To switch from OpenGL, select "ANGLE" under the Rendering Pipeline dropdown menu in the Settings. The game will automatically download the required files.
- On Windows, this changes the rendering mode to DirectX 9 or DirectX 11 (the higher of which is available). Note: ANGLE on Windows does not support 32-bit Windows.
- On macOS, this changes the rendering mode to Metal
- This mode will become default during the next game update for macOS. It is currently opt-in for testing
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Windows:
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The Compatibility Mode Software Renderer has been removed
- Users who were still using the software renderer after its deprecation in the 11/05/2021 Update will now be prompted to install ANGLE when a startup failure occurs. This mode allows native rendering via DirectX and improves performance significantly.
- The Windows Installer now contains both 32-bit and 64-bit versions of the game. The installer will automatically select the appropriate version for your platform.
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The Compatibility Mode Software Renderer has been removed
Bug Fixes
- iOS: Fixed an issue where severe battery drain / overheating occurred if sound was on
- iOS: Fixed many issues with the client's handling of general inputs and the keyboard
- Town Maps in Kanto/Hoenn/Sinnoh now render accurate positions for players and swarms in all maps
- Fixed an issue where Friend Guard would broadcast its presence on swap-in in Multi-battles
- Fixed an issue where the Professor's Assistant would not render the correct region string during their dialogue
- Fixed Illusion ability owners not copying the correct attributes for Alpha or Shiny monsters
- Fixed an issue where AI could get stuck when trying to Shift
- Fixed an incorrect string used when Suspect Tests are rendered in the Tier Data UI
- Fixed Vitamins not multiplying their Happiness modifier when more than 1 were used at the same time
- Fixed Revive not broadcasting correctly for PvE Spectators
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Fixed an issue where species checks used for Hidden Ability breeding would return incorrect results in some odd edge cases
- This issue was previously addressed in a hotfix which prevented breeding from occurring at all. This limitation has been reverted, and the underlying issue resolved
- Fixed Team Trophy vanity item metadata
- Fixed an issue where multi-turn moves could be prevented from executing correctly in Multi-battles if one of the player's requested actions was invalid
- When Reactive Gas is removed from the field, the resulting ability activation is now ordered by Speed
- Fixed an issue where Reactive Gas would not be removed properly if it became suppressed through e.g. Worry Seed
- EXP Candies can now be used on the last level of obedience, and their stored XP is now properly capped
- Fixed an issue where EXP Candies could not be used if switching between regions with inconsistent level caps
- Fixed an issue where negative EV counts would not be displayed correctly for multi-use Berry dialogues
- Fixed an issue where reorganizing your PC would not update the AFK timer
- Fixed an issue where particles would render slightly too high for Alpha monsters
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Fixed an issue where Contests would freeze immediately after starting a battle
- Contests have been re-enabled with this update
- Fixed an issue where player sprites would not render correctly in the Trainer Card or in-battle for some items
- Fixed an incorrect tooltip for Covet
- Fixed an issue where the camera would do a totally sick loop-da-loop when entering Unova's Victory Road
- Mobile: Fixed an issue where the DPAD would block some Town Map locations
- When loading an invalid texture from a rom, the client will now display a dummy texture instead of crashing
- Fixed an issue where Entrainment would not fail properly if the target Protected themself
- Various database optimizations to improve performance during server maintenance
- Sketch can no longer be cast against semi-invulnerable targets (e.g. Fly, Dig, etc.)
- Fixed an issue where, in rental battles, items being consumed would not always show the correct slot they were consumed from
- Fixed an issue where held item states would not be broadcast correctly upon reconnecting into a battle
- Battles now accurately show the currently held item when the item is changed through moves, e.g. Trick
- Fixed an issue where Frisk would not show correct messages in NPC Trainer battles
- Fixed an issue where swarms in GBA areas wouldn't walk around at all
- Fixed an issue where a crane in Snowpoint City was really bright
- Fixed an issue where the Surf model could be left behind when flying
- Fixed an issue where pools of water in the Resort Area did not completely fill the pools
- Fixed Flint's room's fire animation in the Elite 4
- The conveyer belts in Oreburgh now move properly
- Fixed an issue where the Great Marsh's swamp wouldn't render its borders correctly
- Fixed a crash where the world map could become invalid if players used an item which affected their position while warping
- Players can now adjust their team's order if a Duel Request / Trade Request prompt is on-screen
- Fixed an issue where Secret Power would playback damage before its animation in-battle
- Fixed an issue where red bars would sometimes be seen on icons for mods
- Fixed an issue where the waterfall in N's Castle would not loop correctly
- Fixed an issue where popup emotes would not render correctly in non-standard map layouts (e.g. Gear Station)
- Fixed an issue where, when using Berry Blenders in Hoenn, if Blend was clicked without any items, a softlock would occur
- Fixed an issue where tournament / matchmaking prizes with Volt Tackle could not be claimed from Mail
- Fixed an issue where Fling could fling untossable items
- Fixed an issue where Encore could be cancelled by self-inflicted Confusion damage
- Fixed an issue where, if affected by self-inflicted Confusion damage, Encore could not be re-applied
- Fixed an issue where, if a player recently came online, they could still not be mailed items until they logged off again
- Fixed an issue where some abilities could apply in Safari Zone battles
- Fixed an issue where Reactive Gas's ability neutralization would apply after entry hazard damage
- Fixed an issue where the Kanto Friends particle would crash when using certain ROM files
- .. and more!
Notes
- Players who currently have Anniversary Medallions from PokeMMO's 10th Anniversary Event will have them replaced at a ratio of 1:7 for Anniversary Chests in this update
- The Terms of Service has been updated. No content changes occurred aside from the domain name change from pokemmo.eu to pokemmo.com
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While I'm sure this post is enlightening to some players unfamiliar with the concepts of cybercrime, I'm not sure why you seem to be broadly accusing other players of it. Malware distribution, phishing, account takeovers, etc. are explicitly against the Terms of Service and result in permanent account termination when reported to us.
If you have a report to make, please do so via https://support.pokemmo.com so that it may be addressed. Thanks
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The main event is now over, and some players have expressed concern regarding Anniversary Medallions, as they did not immediately become exchangeable for Chests after the event expired:
- Anniversary Medallions will be automatically exchanged for regular Anniversary Chests during the next server maintenance, at a ratio of 7:1 Chests per Medallion (approximate market rate at the time of the event's end.) So, hang onto them until then
- Anniversary Medallions can no longer drop from Anniversary Chests. They were automatically removed when the event expired.
Thank you for playing.
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3 hours ago, Pemula said:
I think this is bad idea to delete red together with roaming gym leader and e4. It would be good to make red stay longer for few days after delete roaming gym leader and e4. We already grinding anniversary chest until the event end then we open all chests. If we got anniv medal it will be useless.
Medallions were automatically removed from the chests when the event expired, so you can not get more. They will be automatically exchanged for regular Anniversary Chests at market rates (approximately 7:1 regular chests per medal) during the next server maintenance.
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7 minutes ago, Paul said:
On the topic of staggering abilities, are you able to share how often new alphas will become available after the event, and how the species will be decided for the swarms?
The initial batch has "~50 evolution lines, some impactful and some not" and were handpicked. Their introductions are meant to be unpredictable, so I can't really offer specifics there. Afaik the TC wants us to immediately complex ban anything impactful to OU until they can review it, so the unpredictability shouldn't be too much of a pain from a PvPer's perspective.
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4 minutes ago, Poufilou said:
Are you gonna adress the issues this choice causes and that were pointed out in the other thread ? I feel like besides what this rant talks about, which conclusions and claims are debatable, what is shared by everybody is that the way tiering is handled has a definite impact on how players enjoy PvP and decide to play at all or not.
This is something where you can't have excuses of having to deal with ROM or whatever. It's simple organization and cooperation. You can add or not legendaries and all HAs you want, if it stays with this system, PvP is going to be shit no matter what.
I think it's a fair criticism that our tiering rules haven't kept up to date with how we develop the game, and that the game suffers due to it. But the TC is a player-run organization, and we try not to insert ourselves too much into it. I've asked someone to talk to them about the problem though
- Johnwaynee, Crueldad, Draekyn and 1 other
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28 minutes ago, Paul said:
I understood these comments as hidden abilities are ready, but won't be released until later dates to keep us playing the game for longer & extending the game's lifespan. I don't understand that as the reason to stagger the release of hidden abilities, because your game isn't dying anytime soon and you've shown you are capable of making interesting content, so there's no reason to believe you won't continue doing so in the future to keep the game alive.
Ah. I thought you meant that players were so enticed by the idea of HAs that we had a "Star Citizen" type of scenario where we kept dangling that promise for years on end, and players somehow took that bait.
We suffer from some unique problems because the game is structured on ROMs. A major one is that we have an absolutely finite amount of content to work with [unless we begin backporting items/abilities, or shift to another base ROM]. While it's my opinion that we do have the possibility of Gen 6 later on, again, it's very hard to appreciate how much R&D has gone into this game to even make it function at all.
Our major options atm for additional [ROM-based] content are transitioning to B/W2 and Johto. B/W2 is going to be the most realistic consideration for our next base ROM as the only major changes between B/W & B/W2 were script-based, iirc. Johto is obviously a meme region, and while we'll do it, it doesn't really give us anything long-term aside from ticking another box and giving you another E4 to grind.
But anyway, the point I'm making is that it is in everyone's interests for us to keep the game as interesting as possible for as long as possible, and staggered HA releases are one way to help achieve that. While we have definitely enjoyed a very successful few years, the next major introduction of new monsters is going to be a very long process, and we'd very much like to prevent a scenario like our Gen 3 -> Gen 5 transition where the game basically died for a year because we blew our load with no concern as to how we'd weather a very long content drought.
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9 minutes ago, Paul said:
My comments were in reference to having content ready to be released, but not releasing it in order to keep us playing the game for longer. You're stalling the progression of your own game to keep us interested in features that were teased 4 years ago. We're 10 years into the game and the only solution to the content drought is to keep core game mechanics from releasing, which is odd because you've shown the ability to create interesting/engaging content/events when you actually try.
My perspective would be to release the basic mechanics that were teased 4 years ago, and focus more on the custom content you've shown the ability to make interesting.
Alright. It wasn't ready, and stalling content doesn't generally make players play longer. I'm not sure why you have the latter opinion.
To comment on HAs themselves, they were mostly suffering from a lack of consensus as to what to do about them. While we originally did want to include them alongside legos, eventually it became comical how long we were waiting, and it felt like it was about time. So, we just built something which could release them in a way which didn't feel completely lackluster.
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5 hours ago, Draekyn said:
The game won't find balance until legendaries are added. Pokemon was built by people likely more competent than you and me with them in mind.
Certain tiers will always disproportionately favor a certain archetype until we get the proper tools to balance them.I read a response from Kyu earlier that confirmed that we were never getting "the most powerful legendaries". What about the others? Why do you still have an Ubers tier? We have been strung along for the better part of a decade with the promise of balance.
Now is the time that you turn around and reveal that your priority has always been to string us along with the slowest ever drip-fed content the world of gaming has ever seen.
I'm torn between a sarcastic "who would've guessed?" and "it's about time".What, exactly, are your arguments against the perfectly balanced - non-"powerful" - legendaries, if any? Because I fail to see the issue with implementing the legendary dogs for example right this second, most of the lower-tier legendaries are in fact likely to drop to lower tiers and not even be OU.
You have supposedly been working on implementing legendaries since 2014. If they are not damaging to PvE and are a boon to PvP, what on earth is the hold-up? I have my theories, most of which involve most of the development time being sucked down the drain of server stability and the monitoring of RP-related economy in an effort to accomodate your casual chinese cash cow, but I won't go into another rant inside a rant, I'll respect your time, unlike you.
We've established that your goal is not balance, your goal is preserving the shitshow we have had to deal with for years because you believe it is the best way to keep people interested and to prevent a stale metagame. You are wrong.What you are doing is shooting yourself in the foot. Because you don't offer the proper tools, instead of several viable archetypes, there is only 1 per tier. That is staleness. That is a game people want to move away from.
Staleness in a player-driven PvP environment isn't broken by drip-fed content, it is broken by player innovation. Why do you think older gens are still popular on showdown?
Your concern likely is that legendaries would "break" PvE. Let me be the bearer of good news: not a single person plays PvE pokemon expecting a challenge. You can tune that AI up to the moon and it won't make a difference. You will never offer a challenging PvE experience unless you remove a significantly larger amount of tools available to the player. If that is really something you want to do, take inspiration from rom hacks like Emerald Kaizo, create a nuzlocke mode... in short, do your job. Don't punish PvP players for your lack of imagination in problem-solving PvE problems.
You tend to respond to players asking for perfectly reasonable things in a know-it-all, condescending way using hasty generalizations, false dilemmas, everything in the book to avoid revealing your roadmap, to the lucky 1% that get a response that is. These are the same players in a community that have been carrying the shit out of your game for a decade and have allowed you to milk an insane amount of money from an IP that isn't yours. Show them some respect. You have enough money to hire a PR rep, do it. I would ask that you also hire additional devs to not have to delay your projects 17 times over the course of 4 months, but you've made quite clear you're afraid the unqualified and uninitiated would immediately start unraveling your spaghetti code.
Your response is very passionate. I think we have very different opinions on how games should be developed though, and I won't comment on upcoming content which isn't near release.
1 hour ago, Draekyn said:I think it's difficult to fully understand how problematic releasing large swathes of new content (e.g. targeting Gen 6 as base) is, from a player's perspective. Decisions like those around HAs buffer us against content droughts which occur during prolonged periods of content development for very large projects, like introducing new regions.
I have no idea what the "hostage" comments are based on, though. I find that kind of silly.
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1 hour ago, Tawla said:Goods tha HA will bring to the game :
-new competitif players also new players will hear about it
- Get back old players , i mean old good players .
- new great meta for all pvp players and a chance to shine in a game that is full fonctional
Bads if HA will not get added or added step by step:
- people will get bored of the game cause we do the same things every day
- losing good players which make tournament more exsiting
- playing the game in a wrong way like we always for 10 years ffs
- we will get a clown meta and people from other games will laugh at us like they never did.
Wow. Those are some extremely compelling arguments, but you already do play in a "clown meta", and always will, because we've backported skills and abilities from generations which aren't gen 5, and you will never have access to the most powerful legendaries because they just break the game.
Our intention to stagger the release of HAs, as was mentioned in the status update you're referencing, is primarily to give us the opportunity to release things slowly and through multiple features. Alpha Swarms are one of them, but perhaps, maybe, we'd like the ability to be flexible, and give meaningful rewards for future features or to revisit rewards for past features as well. We don't think it's a particularly wrong approach to give you something to look forward to in the future, nor do we think it's wrong to occasionally throw a wrench in the metagame (and I'm sure players who have endured our stale PvP meta this past year can agree).
So, no thank you. We don't think your suggestion is a good approach for the game.
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Hi,
We're aware of an issue where potions are not able to target inactive party members. It'll be resolved in the next game update.
Edit: This issue was resolved in a hotfix on July 2nd
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PokeMMO's 10th Anniversary Event
- Alpha Swarms have been spotted in the wild!
- Alpha Swarm mini-bosses can be captured once per player for the rest of the event. If they're fainted, they'll come back too, until you catch them.
- Rumor has it, while there's only one right now, more may show up later. So, check back every day to see what's new!
Changes
- The Jack-O-Lantern Mask now has a triggerable animation
Bug Fixes
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Ability Suppression effects no longer overlap their functions
- Previously, Reactive Gas and Gastro Acid would apply the same effect, leading to a situation where Gastro Acid could be cancelled by an opponent removing a Reactive Gas user from the field. These effects are now tracked independently
- Fixed many issues with Reactive Gas
- Fixed an issue where Fake Out could be cast twice in the starting turns of Rotation Battles
- Fixed an issue where Battle Replays would continue playing in the background after logging out
- Fixed an issue where players could switch a monster's containing inventory while it was evolving
- Fixed an issue where the Sweet Scent prompt wouldn't always disappear when entering battle
- Fixed several issues with Fight Together! which could cause its combo effect to break, and allowed the AI to double cast it
- Fixed an issue where AI in Triple Battles would nonsensically target itself when it ran out of other valid targets
- Fixed an issue where overworld sprites for swarms wouldn't always render correctly in GBA areas
Known Issues
- We're aware of an issue with Unova and Sinnoh's Ability Patch claiming which has prevented some players from being able to claim them correctly. Because this issue will require database maintenance to resolve, its resolution has been postponed until after the event. Thanks for your patience
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This is Part 2 of PokeMMO's 10th Anniversary patch series. Check back after the event's over for Part 3!
PokeMMO's 10th Anniversary
- PokeMMO's 10th Anniversary Event has arrived!
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Every Gym Leader and Elite Four member from PokeMMO's regions have come to celebrate by challenging players to a 14-day battle bonanza!
- Track down roaming Gym Leaders and Elite 4 members to fight, and receive exclusive Anniversary Chests
- Collect Anniversary Medallions from Chests to challenge this year's boss: The Original You.
- Winners receive an exclusive Alpha Starter reward, a unique Particle and Golden Anniversary Chests which may contain ultra rare items!
- PokeMMO's 10th Anniversary event will end on July 8th, UTC+0 12:00am
Gift Shop
- The Fire Dragon Robes , Poisonous Flower Hat , and Giant Turtle Shell are now on sale for a limited time!
- Shiny Charms (+10%) have returned for this event!
Professor's Assistant
- The Professor's Assistant is an NPC in all regions' Research Labs who is researching Hidden Abilities
- This NPC now gives an Ability Patch for Starters after the player has finished a Region's OT Dex. This item unlocks the Hidden Ability rare attribute for whichever monster you choose.
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Players who have completed the Regional OT Dex can claim 1 Ability Patch (Fire/Grass/Water) from each of these locations:
- Kanto: Professor Oak's Lab (Pallet Town)
- Hoenn: Professor Birch's Lab (Littleroot Town)
- Unova: Professor Juniper's Lab (Nuvema Town)
- Sinnoh: Professor Rowan's Lab (Sandgem Town)
- Please note, the item given will correspond to whichever starter you chose in the region
Balancing
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Added the Competitive ability
- Competitive causes Special Attack to boost by 2 stages if a stat drop is caused by a foe
- This ability is available for Jigglypuff, Wigglytuff, Igglybuff, Milotic, Gothita, Gothorita, and Gothitelle
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Added the Snow Plow ability
- Snow Plow causes Speed to double in Hail
- This ability is available for Cubchoo and Beartic
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Added the Reactive Gas ability
- Reactive Gas suppresses all other abilities on the field, except for Reactive Gas, Multitype, and Zen Mode
- This ability is available for Koffing and Weezing
- Torchic/Combusken/Blaziken's Hidden Ability has been removed
Bug Fixes
- iOS: Fixed an issue where multiple accounts on the same local network could trigger the "Another User Has Logged In" login error
- Mobile: Fixed fainting party member cries playing at high pitch
- Improved support for (Korean) Hangul jamo conjugation for platforms which don't use IMEs
- Fixed an issue where the wrong abilities would be shown for party members which were given Hidden Abilities in the Battle Frontier rentals formats
- Fixed monster tooltip details in the GTL / Mail windows
- When the server is shutting down, matches in Matchmaking are now automatically ended as a draw if the shutdown commences while the match is in progress
- Fixed an issue where Illusion would reference the wrong party member after team preview
- Fixed an issue where Eggs would be given a blank HP bar when shifting party slots
- Fixed an issue where one of the Elite 4 members in Sinnoh had fewer party members than intended
- If a foe with Unnerve leaves the battlefield, if any active party members are able to eat their berry, they will now do so immediately
- Fixed an issue where, if attempting to load the game with a corrupted Platinum ROM, the game may have gotten stuck in a boot loop
- Fixed Cursed Mask rendering
- Fixed an issue where Hat/Hair rendering would not occur correctly in addon previews
- Fixed animations for water in Route 230 of Sinnoh
- Fixed an issue where multiple evolution stones could be consumed for a single evolution if a player made multiple requests before the evolution started
- Fixed an issue where Ally Switch would always fail in coop battles
- Fixed an issue where spawn animations would not always playback correctly
- Feebas now has the Oblivious ability as an alternate choice
- Follower sprites are no longer scaled down in GBA areas
- Fixed an issue where Arceus would count against National Dex restrictions in Sinnoh scripts
- Followers for players who only have B/W ROMs installed now properly show shininess
Notes
- Monsters with the Alpha attribute may breed with each other to pass their attributes. If one parent lacks the attribute, their child will not inherit it
- The Hidden Ability attribute will be inherited by a child if the child matches the evolution line of the parent which has it
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We're aware of an issue with iOS which is preventing multiple users on their local network from connecting simultaneously. It will be resolved in the next game update. Thanks for your report
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Changelog: 13/06/2022
Features
- The GTL and PC now allow searching by Shiny/Secret Shiny
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The last used item is now automatically navigated to in the in-battle item use UI
- Desktop: The item use UI in-battle can now be double clicked to use the item
- Added an "Extra Large" chat buffer size option
Balancing
- Scripted encounters (NPCs which occur during the storyline) for Volcarona, Musharna, Spiritomb, Rotom, Kecleon, Snorlax, and Sudowoodo now use normalized IVs (15/15/15/15/15/15), neutral natures, and cannot be shiny
Bug Fixes
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macOS: Fixed an issue where the client could crash if resizing, changing window position, or becoming fullscreen
- A new macOS Launcher update has been deployed to fix this issue. Please visit PokeMMO - macOS Downloads to download the latest version (v46)
- Fixed Secret Shiny preview in the Breeding UI
- Fixed Zen Mode base stats / typing alterations after transforming
- Fixed various positioning issues with icons
- Fixed there being a prompt for Shininess when running away from a non-Shiny Ditto which was transformed into a Shiny
- Fixed multiple Sweet Scent prompts being able to be shown at the same time
- Fixed Randoms generating incorrect levels for Wormadam/Rotom alternate forms
- Rock Smash TMs have been removed from Marts
- Fixed Wish / Future Sight not failing when the battle slot they were targeting had nothing in it
- Fixed the Mail icon in the HUD displaying out of battle ability tooltips in some cases
- Fixed various issues with move learning which would result in players being prompted multiple times for the same move, or invalid moves (if the target already knew them)
- Fixed Cell Battery / Absorb Bulb activating from recoil moves (e.g. Wild Charge)
- Fixed Dig being unable to be written over by HMs
- Fixed an issue with Rotation Battles where the resulting team ordering from Team Preview would not be as expected
- Fixed an issue with Rotation Battles where abilities which activated upon swap in (e.g. Drizzle) would not be triggered correctly
- Fixed instance clear counts / cooldown information not displaying correctly if switching characters to one which didn't have any history
- Fixed hordes being able to damage themselves through AoE moves (e.g. Surf)
- Samael1890, mateusvictor, Bestfriends and 70 others
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35 minutes ago, Thekingofglory said:
@Kyui have a ques:it comes from this picture:
translate:
The server achieves relatively real randomness through time difference. For those who use donations, there will be delays between multiple requests, and other people's requests will be interspersed. If the interspersed person is a sweet scent, they will get shiny directly. Therefore, if many people are finding the same pokemon at the same time, it is established
i used translation,idk if i have sth wrong
No, we did not create our own randomness algorithms for the game, and your activity cannot affect other players' RNG rolls. For shiny rates (and any other important RNG calls) we use cryptographic RNG via Java's SecureRandom engine. Basically: If it is good enough for government encryption keys, it's good enough for you and your shiny randomness.
Sometimes, interesting things happen which players can visualize patterns in, but they don't actually exist.
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Changelog: 10/06/2022
Bug Fixes
- Mobile: Fixed a crash which could occur with Rotation Battles when pressing the Rotate button
- iOS: Fixed several fatal crashes
- Fixed an issue where Overworld Legendary battles would not start
- Fixed an issue where cosmetic items could experience texture corruption after loading other characters
- Fixed an issue where the Sleep icon on the party bar wouldn't load correctly
- Fixed Black City's name string in the Town Map, when using a White ROM
- Fixed several issues related to misplaced party info icons
- Fixed an issue where a Substitute would not disappear after being destroyed
- Fixed Zorua's spawn locations
- Fixed Ally Switch's skill effect
- Fixed Pursuit's priority
- Fixed Aromatherapy/Heal Bell's party cure effects
- Fixed an issue where Helping Hand could not be selected vs Hordes
- Fixed Unova Rock Smash NPCs never going onto cooldown
Notes
- Added an "Enable IPv6" setting to the Settings Menu. Users experiencing networking issues after the latest update may disable this setting to test for networking issues
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7 minutes ago, jasean said:
Is it possible to obtain a Secret Shiny Shedinja?
Yes
7 minutes ago, jasean said:Can only single encounter Pokémon in grass/water/fishing result in a secret shiny?
No. Please read above; Restored fossils / Game Corner purchases may also be secret shiny
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39 minutes ago, McTermi said:
does this also mean, with Donator u got a 1/432k chance?
Shiny Charm / Donator Status modifications only affect the base rate, so it would be 1/27000 -> 1/16
- BrokenJoker, Johnwaynee, Pecaeme and 5 others
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Have a queue for the server, instead of saying "The selected server is full. Please try again later"
in Suggestion Box
Posted
This is correct. The game is running at absolute max capacity at the moment.
Large queues cost memory and take up resources which can be used by players who are actually playing, so we just reject login requests if there are too many in the queue to ensure the gameplay is stable.
This is an unusually high amount of players due to the new features, but if the demand continues after a few days we'll look for areas to improve.