Pokémon Divine Sword & Blessed Shield (Version 1.1 Major Update! EXP. Candies Return!)

Pokémon Divine Sword & Blessed Shield - v1.1
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I can't believe I am finally writing this, but Phives and I are proud to finally present Pokémon Divine Sword & Blessed Shield, a difficulty romhack. Why release another romhack when Sacred Sword & King's Shield is out, you may ask? Well to be quite honest, that project was rushed and is not something we are particularly proud of. So, we have been working on an entirely new one ever since the release of the Crown Tundra. Now, over half a year later and a LOT of hours sunk into playtesting, we are finally ready to release the first version!

Intro - What is Pokémon Divine Sword & Blessed Shield?
Pokémon Divine Sword & Blessed Shield is a difficulty romhack, taking inspiration mostly from Drayano's work. However, I also played Radical Red last year and took some inspiration from that, although outside of QoL features those are purely optional. So don't worry if you want to play in Switch mode and use healing items in battle! We've made edits to nearly every Pokemon, mainly focusing on making egg and tutor moves available through normal level up movesets as well as providing buffs and new moves to tons of different Pokémon. Of course, there is documentation for everything included in the google drive folder with the download. We've of course redone the team of every single trainer in the game, and hope to encourage team building in order to over come these challenges. However, it is important to remember that all of this is done within the confines of Sword & Shield. We cannot make the AI super smart, nor can we force certain aspects like a level cap, etc. However, we have gone to great lengths in order to make it the best we possible could.

Notable Features:
  • Completely reworked Raid rewards system
  • All 600 Pokémon from Sword & Shield (including DLC) catchable outside of the Isle of Armor and Crown Tundra
  • Overhauled boss battles
  • Quality of life features such as purchasable EV reducers
  • Shop overhauls in order to make competitive items easily accessible
  • Healing items disabled during trainer battles (THIS IS OPTIONAL)
  • Battle Items removed from the game (not optional, as X items are the new purchasable EV reducing items)
  • Edited Adventure Guide for in game documentation
  • Edited Pokémon & various buffs/moveset edits.

Screenshots (there are lot of them and they are BIG so here is your warning):
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v1.1 Changelog: Return of the EXP. Candies

!!SELL ALL OF YOUR "MEDICINE" ITEMS THAT ARE IN YOUR "ITEMS" POUCH PRIOR TO UPDATING IF YOU DO NOT USE THE USABLE HEALING ITEMS PATCH!!

Healing items have been moved back to the "Medicine" pouch, and are still not usable in battle without the patch.

EXP. Candies make their return, obtainable through shops in every Pokecenter. They appear as you get Gym badges in the following tiers:
  • XS - 0 Badges ₽600
  • S - 2 Badges ₽1,000
  • M - 4 Badges ₽3,000
  • L - 6 Badges ₽9,000
  • XL - 7 Badges ₽27,000
All changes regarding EXP. Candies are tentative and subject to change. Please provide your feedback!
In addition, all Nature Mints are now purchasable from the start of the game at all Pokecenters for ₽7,500.
Wishing Pieces are also in every Pokecenter for ₽5,000

As a test, Ballonlea's Pokecenter has a new NPC behind the left counter that will offer to feed your pokemon Max Soup for 3 Max Mushrooms.
Max Mushrooms can be purchased at any Pokecenter after receiving 5 Gym Badges.
In future updates, this NPC will be in all Pokecenters.
Max Mushrooms are now in the "Items" pouch.


Hammerlocke City - Centeral Pokemon Center (Right Counter) Now has the following items:
  • Power Bracer
  • Power Belt
  • Power Lens
  • Power Band
  • Power Anklet
  • Power Weight
  • Destiny Knot
  • PP Up
  • Razor Claw
  • Protector
  • Reaper Claw
  • Whipped Dream
  • Sachet

Motostoke City - Souther Pokemon Center (Right Counter) Now has the following items:
  • Speed Down
  • HP down

Hammerlocke City - West Pokemon Center (Right Counter) Now has the following TMs:
  • Bounce
  • Fling
  • Power Swap
  • Guard Swap
  • Speed Swap
  • Drain Punch
  • Trick Room
  • Wonder Room
  • Magic Room
  • Razor Shell
  • Mystical Fire

Hammerlocke City - East Pokemon Center (Right Counter) Now has the following TMs:
  • Fire Punch
  • Ice Punch
  • Thunder Punch
  • Solar Blade
  • Self-Destruct
  • Giga Drain

Video Detailing the Changes

Details for how to install are in the README included in the Google Drive folder. Please read it. Documentation is also in that folder, which is linked at the bottom of this post.

Credits & Thanks
  • The amazing creators of pkNX, this project would not be possible without their hard work
  • Drayano, for allowing us to reference some of their changes from Renegade Platinum.
  • The creator of Radical Red, soupercell, for allowing us to use certain Pokémon edits from their romhack in ours
  • https://twitter.com/__Toner___ for the logos

Pokejobs being broken is an intentional feature in order to prevent an EXP/EV exploit.
The only part of the Post Game that is currently finished is the Hop & Sordward/Shielbert section. Champions Cup rematches and such are not edited yet.

 
Last edited by Kobazco,

Kobazco

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Awesome stuff! I can't wait to dive into this! I see the DLC areas are unedited. Will you be working on those eventually too?
Also, I perfectly support mythics and legends being used by final bosses. Drayano's hacks did them and it makes these mods more unique than the base game.
Eventually we'll get around to the DLC areas, yeah. Its just that there's barely any content in terms of fightable trainers to warrant it haha.

At that point they might as well just put Exp Candies there since Rare Candy is free and people can use as many as they want. The removal/modification is really just trying to solve a problem nobody was having. They can just choose not to use them in the first place.
...What? You do realize that this is all talking about the post game right? By the time the post game rolls around, you're already going to have a team around level 90, so there's no harm in giving the player free rare candies that late into the game if they want to mix up their team for the post game. EXP candies were removed because it completely destroys the game balance, as EXP candies do not follow the EXP curve and give a flat amount, making it ridiculously easy to over level at any point in the game. Also, by doing this we were able to open up more slots in the raid rewards table in order to provide the player with necessary rewards like Nature Mints. I'm sorry but I really just kinda sorta don't see your point here. Your original post asked to make EXP candies available in the post game battle tower, and I told you I basically already did that. Imo there isn't any reason whatsoever to have them be easily obtainable due to how much they break the game balance, and by the time they would be available, its just easier to straight up give the player rare candies.

There's one of those guys in the Wild Area that asks if you will buy a rare item for 100 watts. They gave me 2 Exp Candies o.o
Yeah, some random NPCs can give 1 or 2 of them, but that isn't something I can edit/they never give you large ones unless you are late into the game, so it doesn't have any impact on balance.

View attachment 267728

Just making sure the highlighted file is a leftover from debugger? :P
Yeah, those are leftover files haha.

--------------------- MERGED ---------------------------

Does this work with the DLC and our existing save file? And can team EXP share be disabled?
Works with DLC, but isle of armor and crown tundra are not edited yet. Does not work with existing save file, and EXP share cannot be disabled. Not only do I lack the ability to disable it, but the game was balanced/tested with it on, and all having it off would do is add many many pointless hours of grinding.
 

xJt34

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Thanks for releasing this! Been checking back every few days in anticipation for it :)

I just finished the sacred sword version and wanted a new run on this one.

After deleting the old sacred sword folder in sxos/titles and replacing it with this one + updating to 1.3.2, I'm not able to get past the initial switch loading screen when starting the game.

Removing the titles/0100ABF008968000 folder solves the issue and the game is able to start.

Anyone have advice on how to get the mod working on SX OS? The previous sacred sword mod was working perfectly fine for me.
 

Kobazco

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Thanks for releasing this! Been checking back every few days in anticipation for it :)

I just finished the sacred sword version and wanted a new run on this one.

After deleting the old sacred sword folder in sxos/titles and replacing it with this one + updating to 1.3.2, I'm not able to get past the initial switch loading screen when starting the game.

Removing the titles/0100ABF008968000 folder solves the issue and the game is able to start.

Anyone have advice on how to get the mod working on SX OS? The previous sacred sword mod was working perfectly fine for me.
As far as I am aware, hasn't support for SX OS stopped since a few updates ago? I can't help you here at all sadly, it works perfectly fine on atmosphere cfw so all I can say is to use that. Still don't really get why SX OS is still used but oh well.
 
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xJt34

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As far as I am aware, hasn't support for SX OS stopped since a few updates ago? I can't help you here at all sadly, it works perfectly fine on atmosphere cfw so all I can say is to use that. Still don't really get why SX OS is still used but oh well.

Mostly because I just got back into the scene after a few years away without knowing better. :P

Thanks for the quick reply, will try to get on atmosphere.
 
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Eleczoro

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I noticed the legends and mythics are also not in the wild encounter list, which is understandable. So are they static encounters or gift Pokemon or are not part of the 600 available Pokemon? I can understand if they're not but I just want to be comprehensive.
 

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I noticed the legends and mythics are also not in the wild encounter list, which is understandable. So are they static encounters or gift Pokemon or are not part of the 600 available Pokemon? I can understand if they're not but I just want to be comprehensive.
They are not available, no. Since there isn't really that much in the grand scheme of things we can do with SwSh yet, I can't make new static encounters or anything like that for mythics outside of the crown tundra sadly.
 
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They are not available, no. Since there isn't really that much in the grand scheme of things we can do with SwSh yet, I can't make new static encounters or anything like that for mythics outside of the crown tundra sadly.
Thanks for the answer! Yeah, that's perfectly fine for me. Could always just pkhex them in if really wanted to use them. I hope you could still consider my suggestions about adding Dreepy/Gothita/Solosis/Morelull to non-fog areas. Also making Feebas a more common surfing option. They do appear in Crown Tundra as a visible surfing Pokemon.
One last thing, there doesn't seem to be different Sinisteas in the encounter table. Are they all Phony/Antique or still a 1% for antiques? Or maybe visible are phony and hidden are antiques?
 
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Thanks for the answer! Yeah, that's perfectly fine for me. Could always just pkhex them in if really wanted to use them. I hope you could still consider my suggestions about adding Dreepy/Gothita/Solosis/Morelull to non-fog areas. Also making Feebas a more common surfing option. They do appear in Crown Tundra as a visible surfing Pokemon.
One last thing, there doesn't seem to be different Sinisteas in the encounter table. Are they all Phony/Antique or still a 1% for antiques? Or maybe visible are phony and hidden are antiques?
I knew there were bound to be a few encounters we missed here or there, only issue is finding space for them and making sure the changes are reflected in both versions. At least there's raids, but I suspect we won't be able to fix it up for real until the first update.

As for Sinisteas, I thought about including a chance for Antique ones in the wild, but then I realized there would basically be no way to tell the difference before catching it regardless due to how its shown. And also, it'd take up valuable encounter space, so I decided to leave it the same.
 

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I knew there were bound to be a few encounters we missed here or there, only issue is finding space for them and making sure the changes are reflected in both versions. At least there's raids, but I suspect we won't be able to fix it up for real until the first update.

As for Sinisteas, I thought about including a chance for Antique ones in the wild, but then I realized there would basically be no way to tell the difference before catching it regardless due to how its shown. And also, it'd take up valuable encounter space, so I decided to leave it the same.
Not a problem, I'm just glad if you could put them into consideration.

And so does that mean they're all Phony form?
 

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Not a problem, I'm just glad if you could put them into consideration.

And so does that mean they're all Phony form?
Oops sorry. I think it means they're likely all in Phony form, yeah. Hope this isn't too much of an issue, as its not like you'd be able to transfer a non phony to the real game anyways.
 
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Oops sorry. I think it means they're likely all in Phony form, yeah. Hope this isn't too much of an issue, as its not like you'd be able to transfer a non phony to the real game anyways.

Not at all, it's about what I guessed but I just wanted confirmation lol. I always used to catch every Sinistea just to check if it was antique so at least I can know I don't need to do that here.
 
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myangel

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thank for release later on do you plan to update it further for dlc content aswell? or just the main game only?
 

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@Kobazco Out of curiosity, I noticed you mentioned this only works with English language selected but I would love to allow a friend have a round at it as well and sadly he's not too good in English... will the mod work anyway, except for the text modifications? Or does the mod ONLY work with English language on, no matter what?

I would be willing to make an Italian translation if you tell me what to do :)
 
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Grinn_Valesti

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It says in the "New Changes List" document that Lycanroc-Midnight should now be Rock/Dark, but in the game it is still only Rock. Is the document wrong or is this a bug?
 

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thank for release later on do you plan to update it further for dlc content aswell? or just the main game only?
We'll be doing it later, just might be a while.

@Kobazco Out of curiosity, I noticed you mentioned this only works with English language selected but I would love to allow a friend have a round at it as well and sadly he's not too good in English... will the mod work anyway, except for the text modifications? Or does the mod ONLY work with English language on, no matter what?

I would be willing to make an Italian translation if you tell me what to do :)
It'd work in other languages, just the text edits would not work, yeah.

It says in the "New Changes List" document that Lycanroc-Midnight should now be Rock/Dark, but in the game it is still only Rock. Is the document wrong or is this a bug?
Hi there, that was a documentation error. Thanks for catching that, its supposed to be pure Rock type.

Also, I just released an update fixing Alolan Raichu's evolution method, so I suggest updating.
 
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shoni89

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It'd work in other languages, just the text edits would not work, yeah.

is there any chance for me to translate those messages to Italian? I never modded a switch game before but I don't think translating would be hard. If you could tell me what I need to do I'd gladly do it for the Italian community using your mod :)
 

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is there any chance for me to translate those messages to Italian? I never modded a switch game before but I don't think translating would be hard. If you could tell me what I need to do I'd gladly do it for the Italian community using your mod :)
There really aren't that many instances of changed dialogue or other things, so it should be just fine to use in Italian without a translation. The main thing is the logo that won't change but that wont matter much.
 

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There really aren't that many instances of changed dialogue or other things, so it should be just fine to use in Italian without a translation. The main thing is the logo that won't change but that wont matter much.
I see, well then. I thought you added some "gamechanging" text important to grasp some new mechanic you edited. Good to know.
 
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