ROM Hack Pokémon Nova Sun & Umbra Moon: Fully-featured, challenging Sun/Moon ROMhacks!

Dio Vento

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Breath of the Wild was eating up all my time, but I'm back on that Pokémon grind.

I'll leave my first impressions once I complete the first island, but I'm curious if I have a bad installation or if this is an actual error; the Rising Star on Route 3 after Hau mentions having a Growlithe, which is what he uses in the regular game, but then throws out a shiny Quagsire and Skiploom. I'm playing with English text, too, so I'm not sure what's going on.
What's his quote exactly? I may have just missed his quote.
 

Uumas

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What's his quote exactly? I may have just missed his quote.
c6c118429be09fc2e4e634dca0febb9a.jpg

Took five minutes to look this up.
 

LokeYourLord

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So by having played this mod a while, i can give a short review (i will not include any "Expanded" content, because all Pokémon spawn locations are randomized and thus are not relevant).

The mod is great, and i recommend it to anyone who wants a little more out of their Sun/Moon games, BUT, beware, there are two major annoyances about this mod, and for some reason, they are intentionally there.
What is that you may ask. Well, if you are one of the few people here on Earth who are not annoyed by the "Sturdy" ability or annoyed by the "Focus Belt" item, then congratulations, the game is without issues for you. But if you are like most others, there will be a certain point for you in the game where you will just put your 3DS/N3DS into Sleep Mode for the next week because of boredom/annoyance.
This is because, almost every battle you will have in this mod, is going to have AT LEAST one or two Pokémon with either the Sturdy ability or they have a Focus Belt which they hold. This was done as a filler to use (i would call it waste) more of your time in the game/mod so that it FEELS like the mod is making a big difference and adding a lot of content, when it really just isn't doing that.
Both me and my friends i recommended this mod to quickly came to the same realization that there are way too many Pokémon Battles that use this filler technique, making the mod at some point feel more of a burden than an actual re-balance of the game. The store changes done are really great, finally no more useless items that most do not use anyways. I also like that most Trainers now have more Pokémon in total, because the Original Game was a bit too easy because of most Trainers only having like 1-2 Pokémon in their Teams.
The XP/LVL curve is for my taste a bit too steep, because it just doesn't seem realistic that a Trainer on one Route can have 2 Pokémon at LVL 20-30, and another Trainer at a Route just next to it having 4-6 Pokémon at LVL 40-50. Also, even i found the XP/LVL curve to be quite OK when it comes to Trainers, the XP/LVL curve doesn't hold up AT ALL when it comes to Wild Pokémon.
The Wild Pokémon in one Route can be like, at around LVL 20-25, while the Trainers on that Route have Pokémon at LVL 60-70, makes no real sense to me from a Pokémon Game perspective, because since the first game Wild Pokémon and Trainers found in the same Route had a somewhat "relationship" between their LVLs. Though it makes TOTALLY sense when you see it from the Anime perspective, where the most Wild Pokémon at any location are weak until Captured and then Trained, and i actually like that.

Other than that, there isn't much more to say other than that i REALLY recommend to play the "Expanded" version along with Randomized Pokémon Encounters.
I gave up on the part of having the Pokémon be Tradeable Online or use them in Online Battles, because i wanted a different Pokémon Experience, and it was totally worth it. If you are okay with not being able to use more than 90% of your Pokémon Online, both for Battles and Trades, then go for the Expanded version, you will not regret it (other than of course the endless amount of Trainers with Pokémon that hold a Focus Belt or have the Sturdy ability, there are just TOO MANY of them, and it just isn't a good filler, sorry Dio).

PS: Nice Easter-Egg you added there Dio, with your name "Dio" being spelled by one Team Skull Member with his Unown's in the Team Skull "Central Base" (Town that is).

That was all :)
 
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Dio Vento

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So by having played this mod a while, i can give a shorOtt review (i will not include any "Expanded" content, because all Pokémon spawn locations are randomized and thus are not relevant).

The mod is great, and i recommend it to anyone who wants a little more out of their Sun/Moon games, BUT, beware, there are two major annoyances about this mod, and for some reason, they are intentionally there.
What is that you may ask. Well, if you are one of the few people here on Earth who are not annoyed by the "Sturdy" ability or annoyed by the "Focus Belt" item, then congratulations, the game is without issues for you. But if you are like most others, there will be a certain point for you in the game where you will just put your 3DS/N3DS into Sleep Mode for the next week because of boredom/annoyance.
This is because, almost every battle you will have in this mod, is going to have AT LEAST one or two Pokémon with either the Sturdy ability or they have a Focus Belt which they hold. This was done as a filler to use (i would call it waste) more of your time in the game/mod so that it FEELS like the mod is making a big difference and adding a lot of content, when it really just isn't doing that.
Both me and my friends i recommended this mod to quickly came to the same realization that there are way too many Pokémon Battles that use this filler technique, making the mod at some point feel more of a burden than an actual re-balance of the game. The store changes done are really great, finally no more useless items that most do not use anyways. I also like that most Trainers now have more Pokémon in total, because the Original Game was a bit too easy because of most Trainers only having like 1-2 Pokémon in their Teams.
The XP/LVL curve is for my taste a bit too steep, because it just doesn't seem realistic that a Trainer on one Route can have 2 Pokémon at LVL 20-30, and another Trainer at a Route just next to it having 4-6 Pokémon at LVL 40-50. Also, even i found the XP/LVL curve to be quite OK when it comes to Trainers, the XP/LVL curve doesn't hold up AT ALL when it comes to Wild Pokémon.
The Wild Pokémon in one Route can be like, at around LVL 20-25, while the Trainers on that Route have Pokémon at LVL 60-70, makes no real sense to me from a Pokémon Game perspective, because since the first game Wild Pokémon and Trainers found in the same Route had a somewhat "relationship" between their LVLs. Though it makes TOTALLY sense when you see it from the Anime perspective, where the most Wild Pokémon at any location are weak until Captured and then Trained, and i actually like that.

Other than that, there isn't much more to say other than that i REALLY recommend to play the "Expanded" version along with Randomized Pokémon Encounters.
I gave up on the part of having the Pokémon be Tradeable Online or use them in Online Battles, because i wanted a different Pokémon Experience, and it was totally worth it. If you are okay with not being able to use more than 90% of your Pokémon Online, both for Battles and Trades, then go for the Expanded version, you will not regret it (other than of course the endless amount of Trainers with Pokémon that hold a Focus Belt or have the Sturdy ability, there are just TOO MANY of them, and it just isn't a good filler, sorry Dio).

That was all :)
Focus Sashes/Sturdy aren't fillers for time. They're so you can't just set up a fragile sweeper and instant win the game. If your team relies on bulk rather than "swords dance and kill everything", you won't see the Sturdy or Sashes activate at all. Additionally, entry hazards and weather exist and can be used to auto-break Sturdy and Sashes if you're having trouble dealing with them.
Wild Pokemon being imbalanced for the Trainers in that route is caused by you using the Legit or Lite Build. The recommended Leveled build doesn't have that issue. The only reason to use the Legit Build in my opinion is if you're using the mod for post-game reasons. Leveled Build is the way to go if you want legitimate pokemon, Expanded Build is the way to go if you want variety and the true "ROM hack" experience.
 
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LokeYourLord

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Focus Sashes/Sturdy aren't fillers for time. They're so you can't just set up a fragile sweeper and instant win the game. If your team relies on bulk rather than "swords dance and kill everything", you won't see the Sturdy or Sashes activate at all. Additionally, entry hazards and weather exist and can be used to auto-break Sturdy and Sashes if you're having trouble dealing with them.
Wild Pokemon being imbalanced for the Trainers in that route is caused by you using the Legit or Lite Build. The recommended Leveled build doesn't have that issue. The only reason to use the Legit Build in my opinion is if you're using the mod for post-game reasons. Leveled Build is the way to go if you want legitimate pokemon, Expanded Build is the way to go if you want variety and the true "ROM hack" experience.

I went with the Expanded build, i said that twice in my post. Anyways, i am not having "trouble" dealing with the Sturdy Pokémon, i still swipe them away with two hits, it is just more of an annoyance rather than a good technique used to make the game "force you" to change your strategy. I mean, everyone plays by another strategy, and i can clearly say, that one of the biggest mistakes in Pokémon Games history, was done when Sturdy was added. The Focus Sashes are OK because they take up the one and only item slot a Pokémon has, making it "more fair", but Sturdy can really be turned into just unfairness and an annoyance. Again, i am not having problems with either of these being "unfair", for me they are just annoying, because i want to spend my time on good battles, not on Battles that rely on them "surviving" with sturdy.
 

Dio Vento

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I went with the Expanded build, i said that twice in my post. Anyways, i am not having "trouble" dealing with the Sturdy Pokémon, i still swipe them away with two hits, it is just more of an annoyance rather than a good technique used to make the game "force you" to change your strategy. I mean, everyone plays by another strategy, and i can clearly say, that one of the biggest mistakes in Pokémon Games history, was done when Sturdy was added. The Focus Sashes are OK because they take up the one and only item slot a Pokémon has, making it "more fair", but Sturdy can really be turned into just unfairness and an annoyance. Again, i am not having problems with either of these being "unfair", for me they are just annoying, because i want to spend my time on good battles, not on Battles that rely on them "surviving" with sturdy.

You said: The Wild Pokémon in one Route can be like, at around LVL 20-25, while the Trainers on that Route have Pokémon at LVL 60-70, makes no real sense to me from a Pokémon Game perspective

Which Route is this (in Expanded)? Because this is not intentional.
 

LokeYourLord

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You said: The Wild Pokémon in one Route can be like, at around LVL 20-25, while the Trainers on that Route have Pokémon at LVL 60-70, makes no real sense to me from a Pokémon Game perspective

Which Route is this (in Expanded)? Because this is not intentional.

I find it for you later, cannot remember where. I take a screenshot of it.
 

Trainiax

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I know this is probably impossible, but would it be possible for a post-game "Title Defense" version that has every title defense trainer replaced with something kinda like Mixeli, BroGamer, CrystalLink etc. do, so you can battle against Ash, Lance, Nurse Joy, etc.?
 
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WildTorterra

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Can someone please help with installing Pokemon Nova Sun via HANS? I've tried repeatedly and everytime, the output romfs file it gives me is only 16 KB, which (obviously) doesn't work. I have no idea what I'm missing, so does anyone have any ideas?

Also, here is the text from setup.bat, if it helps: http://pastebin.com/vCXNTehK

Thank you very much in advance! :lol:
 

Reserved

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I was about to report a messed up Level 2 Ratatta from a tourist. Then I attacked it. Oh my god, the after-battle dialogue was perfect.

I love this game.
 
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Jayc

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This is because, almost every battle you will have in this mod, is going to have AT LEAST one or two Pokémon with either the Sturdy ability or they have a Focus Belt which they hold. This was done as a filler to use (i would call it waste) more of your time in the game/mod so that it FEELS like the mod is making a big difference and adding a lot of content, when it really just isn't doing that.

I don't think Sturdy/Focus Sash was put in to artificially lengthen the game time at all. Like Dio said, it's primarily there to stop setup sweepers somewhat and it does an admirable job at it. There are ways to counter it as well. I used a Tyrantrum precisely because it had Stealth Rock and could therefore sweep without being hindered by Sturdy/Focus Sash. You could also use Lycanroc, which has access to SR and Swords Dance, or Minior, which has SR and Shell Smash, and Shields Down which helps it tank when setting up. You could also use multi-hit attackers, such as Shell Smash Cloyster.

It simply doesn't make any sense to say that putting Sturdy/Sash in equals artificially making the mod feel like it's making a big difference. It's... an absurdly tiny aspect that is absurdly easy to counter. There are other more legitimate flaws of the mod, like the limited teambuilding options due to the high level of wild Pokemon combined with the Move Tutor being located at basically the end of the game.
 
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Dio Vento

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I don't think Sturdy/Focus Sash was put in to artificially lengthen the game time at all. Like Dio said, it's primarily there to stop setup sweepers somewhat and it does an admirable job at it. There are ways to counter it as well. I used a Tyrantrum precisely because it had Stealth Rock and could therefore sweep without being hindered by Sturdy/Focus Sash. You could also use Lycanroc, which has access to SR and Swords Dance, or Minior, which has SR and Shell Smash, and Shields Down which helps it tank when setting up. You could also use multi-hit attackers, such as Shell Smash Cloyster.

It simply doesn't make any sense to say that putting Sturdy/Sash in equals artificially making the mod feel like it's making a big difference. It's... an absurdly tiny aspect that is absurdly easy to counter. There are other more legitimate flaws of the mod, like the limited teambuilding options due to the high level of wild Pokemon combined with the Move Tutor being located at basically the end of the game.
Thanks, that's basically the point of the Sashes and Sturdy mons (plus Sturdy is a common ability and is the best ability of most Pokémon that have it... Since I included at least one of every fully-evolved species, that's a lot of Sturdy). Bulky and defensive players will probably never even know there were that many Sashes around, but those players will have a lot more trouble with opposing setup sweepers.

The move tutor thing is something I really really wish I could change. As it stands, one thing I'm currently working on (this will take a damn while) is changing every species' learn sets to repeat decent moves after a certain level. Sort of like this (keep in mind Cacturne is obtained at Level 55-62 in-game in the Expanded Build)
s8fcwZb.png

The general idea is to increase availability of good moves that a Pokémon missed out on by being encountered at a higher level.


For example:

Cacturne is encountered in the Haina Desert at a maximum Level of 62. This means its moveset will be Sucker Punch/Spiky Shield/Destiny Bond/Spikes and it will have the ability to later learn Leech Seed, Needle Arm, Pin Missile, and Sandstorm. If it's encountered at the minimum Level, 55, its moveset will be Sandstorm/Cotton Spore/Energy Ball/Pin Missile.

Before this change, a max-level Cacturne encountered in the Haina Desert would have a moveset of Energy Ball/Cotton Spore/Sandstorm/Destiny Bond and would be incapable of learning any moves by level up.

I should have every species done in the next couple weeks, and these changes will come in v1.4 of the ROM hack alongside some other changes.

What I won't be doing in this:
  • Making Egg Moves available by level-up
  • Making past-gen Tutor Moves available
  • Making TM moves available by level-up
 
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Jayc

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The general idea is to increase availability of good moves that a Pokémon missed out on by being encountered at a higher level.


For example:

Cacturne is encountered in the Haina Desert at a maximum Level of 62. This means its moveset will be Sucker Punch/Spiky Shield/Destiny Bond/Spikes and it will have the ability to later learn Leech Seed, Needle Arm, Pin Missile, and Sandstorm. If it's encountered at the minimum Level, 55, its moveset will be Sandstorm/Cotton Spore/Energy Ball/Pin Missile.

Before this change, a max-level Cacturne encountered in the Haina Desert would have a moveset of Energy Ball/Cotton Spore/Sandstorm/Destiny Bond and would be incapable of learning any moves by level up.

I should have every species done in the next couple weeks, and these changes will come in v1.4 of the ROM hack alongside some other changes.

What I won't be doing in this:
  • Making Egg Moves available by level-up
  • Making past-gen Tutor Moves available
  • Making TM moves available by level-up

I really like this idea, in fact I was going to suggest it when I gave my first impressions but I thought it would be too much work. Regardless, if you did make those changes, it would definitely make the Expanded and Levelled builds a lot more fun to play.

You mentioned you won't make Egg Moves available by level-up, but what about level 1 moves?
 

Dio Vento

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I really like this idea, in fact I was going to suggest it when I gave my first impressions but I thought it would be too much work. Regardless, if you did make those changes, it would definitely make the Expanded and Levelled builds a lot more fun to play.

You mentioned you won't make Egg Moves available by level-up, but what about level 1 moves?
I'll probably do some but not all Level 1 moves.
 
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