Pokémon Compass - A Scarlet/Violet Overhaul

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What is Pokémon Compass?
Compass is an overhaul designed to be a vanilla-enhanced experience for Scarlet and Violet focusing on the following:
  • Smoother progression through the main stories
  • Generally increased difficulty in trainer battles and post-game battles
  • Revamped raids and raid rewards
  • Wider selection of Pokémon both in the wild and added to raids
Quality of Life features are included to smooth out some of what we consider to be design deficiencies, or just to make exploration a little bit nicer, giving better access to EV items, evolution items, recovery consumables, etc.

Overall, Compass 2.x is a major departure from the 1.x series as we're now able to modify Scarlet/Violet's Lua code to change or implement our own functions as necessary and have a significantly deeper understanding of how the scene files operate within the game as well.



Feature Documentation
Download
Complementary Compass Tools
Raid Primer
Information on making informed decisions for Pokémon, moves, items, matchup considerations, and quite a lot more based around Compass’ post-game 6★ and 7★ raids.

Raid Log
A log of the dev solo completions of the post-game 6★ and 7★ raids.
Contains strategies, potential counter-picks, moveset choices, and shows a wide variety of Pokémon are capable of completing these challenges.

Habitat Finder
Uses the spawn and habitat data from the current version of Compass to allow searching for where Pokémon can spawn.

Area Encounters List
Lists all of the available Pokemon in a given region.

Primary Features
  • A Trainer & Gym overhaul that manually reworks all 387 encounters and allies
  • Tougher Titan fights with new ally partner Pokémon
  • Tougher Team Star scenarios
  • Higher difficulty and max level repeatable post-game tournament and Team Star rematches
  • Removal of all version-exclusive Pokémon and raids, including the box legendaries, allowing all Pokémon to be obtained in-game
  • Higher levels for wild Pokémon
  • 35 new symbol encounters added into the world
  • New evolution methods and items used for no-trade and version-specific evolutions
  • All currently-available HOME Pokémon have been added into the game, including all the legendaries, mythicals, and alternate and regional forms
  • New evolution methods to gain regional variants have been included
  • A functional Pokédex with entries for the HOME, Regional, and newly-added Pokémon
  • Raid overhaul touching on every raid for increased difficulty, reward, or encounters
  • 217 new raids added for many HOME Pokémon, including high-challenge mythical and special legendary fights
  • Special “event” raids for acquisition of rare or transfer-only forms
  • Raid Ally Overhaul for better NPC support during Raids, replacing all existing 52 allies
  • Adding new Raid Ally tiers to make the allies more meaningful at all stages of the game, adding in 36 new trainers for late-game and post-game raids
  • Revamped raid levels and appearance rates for more consistent challenge and fewer low-ranked raids in the endgame
  • Wholly overhauled raid loot rewards with completely custom loot tables, with a particular focus on better team growth and training items
  • Reworked hidden item loot tables for every applicable zone in the game
  • Modified Poké Mart and Delibird Presents shops
  • Shiny Lock Removal
  • Support for English, French, German, and Spanish languages

Quality of Life Features
  • Synchro Machine usability usable everywhere.
  • Custom map and map labels for more-clear progression direction
  • A custom sandwich buff shop that sells a variety of buffs for each type
  • Unlocked TM list available to purchase from the start
  • Improved picnic for faster eggs
  • Slightly increased message speed to reduce some of the sluggishness of combat

And honestly, a whole lot more.
Check out the feature documentation for the full list of modifications.
We've changed a few things. Seriously, it's 60 pages long.[/SPOILER]

Latest Version
Version 2.0.4.3 - Indigo Disk Compatibility
Check out our Changelog for a full breakdown of this update.

2.x Update Major Highlights
Synchro Anywhere
Once unlocked, the Synchro Machine can be used anywhere that you can use Let's Go mode. Even outside the Terarium.

Revamped Raid Allies
Raid allies have been completely reworked from beginning to end.
  • Compass now includes five tiers of raid allies, up from three that vanilla originally had, resulting in 36 new raid allies added.
  • The level distribution of raid allies has been changed to account for the new tiers.
  • All 52 existing raid allies have had their partner Pokémon completely reworked, with updated stat progression, wholly new movesets, Abilities, Held Items, etc.
  • The general strength and capability of the raid allies has been increased slightly, by providing a bit more utility compared to before.
    You can find the complete breakdown of new Pokémon and their general strength (stats and levels, etc.) by going to the updated section of the documentation: Ally Raid Overhaul

Wild Vivillon Forms
Despite GameFreak's update to prevent this we've modified the game's Lua to allow for wild Vivillons of all forms to spawn once again.

No longer will we have to just look at the Fancy ones. (Or use to Pokémon Go to get alternate forms.)

35 new static encounters have been added to the world, with behavior files included so they are integrated into the world properly, sometimes with behavior more unique to the environment they were placed in or with the idea in mind when creating these encounters.
  • Most are new Tera encounters, but not all of them are — Some of them are particularly special for other reasons, such as being a rare form, or just otherwise “particularly rare”.
  • Many are slated for endgame and have high potential for IVs, and a high catch level. Others are also “strong” but meant more for progression, and can include some things like egg and TM moves.
  • You can find a few of these in places like towns as well. These roam around in specific areas in specific ways~

Titan Adjustments
We've decoupled the Titan's second fight form with the catchable Former Titan and no longer have to worry about the catchable one basically being a version of the second boss fight.
As such, the Titans have seen significant adjustments befitting their titles.

Arven has also gotten some adjustments in this regard. He now brings along three appropriately themed Pokémon to the fights.

Box Legendary Respawning
The Miraidon/Koraidon event fight now respawns once per day and can be recaptured.

Wandering Wild Pokémon
Wild Pokémon no longer disappear when you step into a town or in some Pokécenters.
  • Some Pokémon can spawn inside of the town, usually around trees or along the edges of the town.
  • You can also fight and catch them in town.
  • Some wild Pokémon may also chase you into town!

Misc. Lua Changes
Addressing certain aspects of the game's Lua code to correct weird placement bugs for double battles, bypassing the anti-Vivillon alternate form spawn code, and updating the nushi spawners to use new data.

Screenshots
7star_event_raid.png
6_star_raid.png
expanded_pokedex.png
expanded_pokedex_entries.png
home_openworld.png
ionodouble.png
tournament.png
map_progression_changes.png
delibird.png
pokemart.png

A Word on Difficulty
Compass isn't, strictly speaking, a difficulty overhaul.

While the changes to the trainers and other major fights will result in an increase in difficulty, this is not strictly for the purpose of creating “high difficulty”.
We avoid requiring cheese strats and constant, trudging, uphill-both-ways designs in favor of measured progression and pushback.

It does not give every trainer max stats and competitive teams from the beginning, for example; the prevailing design principle is the idea that the difficulty should increase as you progress through the game consistently, so that as you are provided with more opportunity for building a strong team, so too will the fights against you become tougher.

The intention is to create a smoother sense of progression from beginning to end and on through post-game with some amount of increased challenge throughout your journey.

Differences between SV+ and Compass
It's been asked repeatedly in a few places as to the differences between SV+ and Compass as they were released on the same day so I had Kas write up a brief overview.
TL;DR:
Compass is a complete overhaul designed to be a vanilla-enhanced experience focusing on a smoother progression curve through the main stories and post-game.

SV+ is a vanilla-like experience with features focusing on improved player experience (faster overworld movement, faster eggs, etc).

Both change trainers​

Compass manually reworks every trainer in the game, giving them new and/or more Pokémon, new movesets, IV and EV distribution, improved AI functions, and held items. And around 25% of the encounters in Compass are Doubles battles.

SV+ uses vanilla trainer teams, moves, AI, etc., and applies a flat 40% multiplier across the board to trainer levels.

Both change raids​

Compass overhauls nearly every raid in the game and adds 210+ new standard and event raids including mythicals, legendaries, alternate forms, and special post-game challenge raids. Also adds event raids which range from 4★ to 7★. Raid loot has been completely revamped.

SV+ adds all legendaries, mythicals, paradox Pokémon, and alternate forms to new 5★ raids. Raid loot includes additional Tera Shards along side the vanilla drops.

Both add HOME Pokémon into the wild​

Pokémon that can be found in Scarlet/Violet and HOME are obtainable via the inclusion of customized versions of Team Seri's Expanded Wild Pokemon mod, which brings in all of the HOME Pokémon into the game while also removing version exclusives and adding evolution methods to get regional versions and the like.

Compass takes this further by adding Pokédex entries, IDs, habitats, and Dex images, and including behaviors so every added Pokémon interacts with the player and the world and is fully integrated.

Both mods do allow every Pokémon to be obtained, including alternate and regional forms.

Overall​

Compass may suit you if you're wanting an overhauled and fresh experience that's more progression-oriented, with gradually ramping difficulty, and almost entirely all new raids.

SV+ may suit you if you're wanting a more vanilla-like experience with changes to the player experience, higher level trainers, and new additional raids.
 
Last edited by Aria_Seri,

wartutor

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  • Wider selection of Pokémon both in the wild and added to raids
Does this mean they added the missing pokemon or just more in different areas.
 

kbf

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One thing I'd like to see is badge scaling. GF claimed you can take on any gym you want but they're not scaled to your level/badges. If you could do something like Crystal Clear did where you could take the gyms on in any order but they'd scale depending on how many badges you have (this includes trainers.) that would make the game a lot more enjoyable.
 

AkiraKurusu

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I wonder what this sandwich workaround is - pretty sure it's modifying sandwiches bought in store, though.
Post automatically merged:

One thing I'd like to see is badge scaling. GF claimed you can take on any gym you want but they're not scaled to your level/badges. If you could do something like Crystal Clear did where you could take the gyms on in any order but they'd scale depending on how many badges you have (this includes trainers.) that would make the game a lot more enjoyable.
That'd likely involve custom scripting, which I don't think is possible - at least right now.
Post automatically merged:


  • Wider selection of Pokémon both in the wild and added to raids

Does this mean they added the missing pokemon or just more in different areas.
Both, I think, but particularly HOME ones (the 'mons only available by transfer).
 

Aria_Seri

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Hoo.. I disappear for a bit, look back, and suddenly messages. D:
Thanks for all the kind words. :>

Buncha questions to answer it seems, so I'll just start from here:

Wow that was fast! I expected to have something like this made first for Arceus. Is there a modded file ready to download like the Divine/Blessed mod or do we need to create it our own?
There is a "standalone" version ready to download that you can just drop into your romfs folder, yes.
The caveat there is that the "standalone" is the only mod you can use for Scarlet/Violet.
If you want to use other mods alongside Compass you'll need to use the Trinity version with the Trinity Mod Loader.

What's the main difference of this mod to the SV+? I'm new to modding.
Inidar incorporated the original release of my Expanded Wild Pokemon mod into SV+ which is where a lot of the similarities are going to come from since we use a heavily customized version of it for Compass as well.

As for the big takeaways when it comes to differences:
SV+ is vanilla+ with features focusing on improved player experience (easier ability to see shinies, faster overworld movement, faster eggs, etc).

Whereas Compass is a complete overhaul designed to be a vanilla-enhanced experience for Scarlet and Violet focusing on a smoother progression through the main stories.

Both change trainers​

SV+ takes vanilla trainer teams, moves, AI, etc., and increases the level of all trainers by 40%, so the feel is that of vanilla, but with an exp. curve that allows trainers to be closer to your level as you progress through the game.

Compass manually reworks every single trainer in the game, giving them new and/or more Pokémon, IV and EV distribution, new movesets, adds in things like improved AI functions, encounters with held items as you progress, and dozens of doubles battles.

Both change raids​

SV+ adds all legendaries, mythicals, paradox Pokémon, and alternate forms to new 5★ raids that are rather challenging.

Compass reworks nearly every raid in the game, adds 210 new standard and event raids, including mythicals, legendaries, alternate forms, special challenge ace raids, and event raids all the way up to 7★ ones; alongside this, the NPC allies are improved, and the loot has been completely revamped.

Both add HOME Pokémon into the wild​

SV+ includes Expanded Wild Pokémon, which brings in lots of the HOME Pokémon into the game and into the world so all of them can be obtained and removes version exclusives; it also adds evolution methods to get regional versions and the like.

Compass does all of this as well, but further expands on the inclusion of the wild Pokémon. Both provide for all Pokémon that can be found in Scarlet/Violet and HOME to be obtainable.

Overall​

SV+ is good for when you want an experience that's like vanilla, but better, with more quality of life components built-in.

Compass is if you're looking for a new overhauled experience that's more progression oriented from beginning to end to post-game.

If you want more specifics than that ...​

SV+ Documentation: https://www.nexusmods.com/pokemonscarletandviolet/mods/14
Compass Documentation: https://compass.winterfall.org/

@Aria_Seri great work!

On my second Scarlet playthrough I used pkhex just to fully upgrade the bike very early. Will this work if this mod?
Thank you. :>
It should work fine, yes.


  • Wider selection of Pokémon both in the wild and added to raids

Does this mean they added the missing pokemon or just more in different areas.
We added all Home transferable Pokemon that can be transferred into Scarlet/Violet into the world in sensible locations where one could normally expect them to be found.

We also added them to the raid pool if they cannot be found in the wild. This includes things like the alternate forms. (Hoopa Unbound, Dada Zarude, etc.)

Here's a direct link to the part of the documentation that covers specifically what we added and/or changed in the raid encounters specifically:
https://compass.winterfall.org/#heading=h.kpnlegtjffv9

This also shows the list of "event" raids we added including the 7★ event raids.

I wonder what this sandwich workaround is - pretty sure it's modifying sandwiches bought in store, though.
We made a really long list of custom sandwiches that can be purchased in a particular store up in Montenevra that contains:
  • Level 3 Egg Power
  • Level 3 Item Drop Power, Level 2 Encounter Power, Level 1 Sparkling Power
  • Level 3 Raid Power, Level 2 Title Power, Level 1 Sparkling Power
There's one for each type and each of the sandwiches is clearly marked for the specific type it caters to. For example:
BBB_snippet.png

It's not a perfect solution, but it serves as a workable stopgap to getting specific pre-Herba Mystica buffs without needing to mess with, in our opinion, the really bad sandwich minigame.
 
Last edited by Aria_Seri,

Aria_Seri

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Hoi~

Hoppin' in here to let folks watching this thread know that we just pushed update v1.0.3 for Compass.
It can be found here: Compass Download

This fixes a few important things:
  • An issue has been resolved that caused the Ruchbah Squad's Starmobile to have incredibly low HP.
  • A trainer in West Province Area Three that had a Charizard with the wrong moveset has been corrected to now have appropriate Charizard moves.
  • Arven's partner moveset has been adjusted for the Lurking Steel Titan fight — he will no longer heal the Titan sometimes. No more reporting Arven for playing for the enemy team.
 

Aria_Seri

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So if you've updated your game to 1.2.0 you'll probably find that your game now hangs at the loading screen.

We uploaded a new Standalone version specifically for players that updated to 1.2.0.
It can be found here: Compass Download - It's the Compass 1.0.5.1-Release_Standalone release.

If you're using the Trinity version of 1.0.5 you'll need to repack the files as you did before.
 
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Aria_Seri

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The Compass 1.0.5.1 update is just a temporary hotfix to get people on 1.2.0 up and running.

It doesn't contain a way to get to two new paradox pokemon yet and their stats are a bit wonky since it's still using 1.1.0 data.

We're looking at having a proper 1.2.0 release out soon that correctly updates to the latest data.
Among things we're also fixing a few base game 1.2.0 bugsomissions like dex entries not being available for the latest Paradox Pokemon, Hisuian Pokemon, etc.
image.png


We'll likely have a full changelog available later tonight.
 
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Aria_Seri

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Hoi~ We just uploaded the latest Compass 1.1.0.
It can be downloaded @ https://compass.winterfall.org/download

This update is properly compatible with Scarlet/Violet version 1.2.0 and does, well, a lot.
Check the changelog below for the highlights:
Latest Changelog Highlights
This just covers the highlights, for the full changelog, check out http://compass.winterfall.org/changelog

v1.1.0 Changelog​


NOTICE — Compass 1.1.0 is only compatible with Scarlet/Violet version 1.2.0.
This version is no longer compatible with prior versions of Compass for LDN-based raid play! Make sure everyone is using the same version when playing together.


Post-game Raid Redux​

The Post-game raids (6★, 6★ event, and the 7★ event) have been moved around and rebalanced, with more emphasis on individual strengths and weaknesses, and also capitalizing on the new ScVi 1.2.0 changes to the way raids start.
  • 6★ raids now have all the Mythical Pokémon and their alternate forms.
  • 6★ event raids have all of the Legendary Pokémon (except those included in 7★ instead).
    • 6★ event raids amounts have been increased to four of these per day (up from one).
  • 7★ event raids have all the alternate form Legendaries, special Legendaries, and all the challenge raids.
    • 7★ event raids have been increased to four of these per day (up from one).
  • Five new ace encounters have been added to 7★. Good luck!

Wild Encounters & Integration​

The two new Paradox Pokémon have been added into Compass and integrated into the world.
  • All of the Pokémon that Compass adds are now properly integrated into the world and exhibit a variety of behaviors similar to the original Pokémon.
  • Additionally, over 25 group spawns have been corrected and now spawn and behave properly.
All the HOME pokemon now act like they belong in the world instead of just staring at you like some kinda Fuecoco. :>




Pokédex Fixes​

  • The expanded Pokédex now provides dex entries for all Pokémon added, including the new ones and Hisuian.

Other Fixes​

  • Some raid trainers have been changed around to be a bit more useful or have corrections.
  • You now have access to all of the TMs from the beginning of the game.
  • We've resolved several known issues regarding the Pokédex and the problem of missing sandwich names in the sandwich shops around the world.

Be sure to check out the full changelog for links to some of the sections of the documentation that have been changed.
 
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lapidq

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How to understand in which folder to throw romfs I play violet. Created a folder "0100A3D008C5C000" and "01008F6008C5E000" nothing helped.
 

Klaussy

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First of all thanks for the mod.

Can I trade the Pokemon from the mod version to a "Normal Switch Pokemon Version"? With that I could transfer some Pokemon to my original switch

Can you do the hard raids alone? ?
 

Aria_Seri

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First of all thanks for the mod.

Can I trade the Pokemon from the mod version to a "Normal Switch Pokemon Version"? With that I could transfer some Pokemon to my original switch
Technically, yes. But the moment that switch goes online with Pokemon that aren't properly available in-game yet you may get banned. And if you participate with anything online odds are you will get banned.
0/10, not recommended.

Can you do the hard raids alone? ?
Yep.
 

Aria_Seri

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Hoi~ It's been a while. :>

Popping in here to let folks know about the 1.1.2.0 release of Pokémon Compass.

This release pretty much marks the end of Compass' 1.x development.

Kas and I are starting to dive into the Compass 2.x research and dev side of things like the "proof of concept" stuff in the Video & Screenshots spoilers below.

We've started working on making changes to previously inaccessible portions of the game and are able to implement new NPCs and Trainer fights and planning on tackling trickier issues like rematches and expanding the post-game tournament among things.

As a proof of concept sort of change in Compass 1.x we added some new Pokémon NPCs into the world to mark out the custom food buff shop.
They are fully animated and interactive. Fun stuff, if fluff, but it was a good experiment that lead into a bunch of new things.

(While I'm at it, you may also be interested in one of our other mods: Improved Dynamic LODs)
Video & Screenshots
new_trainer_fight_1.png
new_trainer_fight_2.png
new_trainer_fight_3.png

Major Update Highlights

Raid Balance Changes​

A significant amount of changes to raids have been made this patch, with the primary purpose of easing up on the difficulty of the 6★ and 7★ raids, particularly for solo players.
The changes are mostly meant to slightly expand the margin for completion of these raids.

Balance adjustments made for 6★ and 7★ raids:
  • Total time to complete the 6★ raids has been increased by 20 seconds
  • Total time to complete the 7★ raids has been increased by 30 seconds
    • Many stat-boosting moves have been removed from the moveset and added into the raid extra actions instead
  • Many status or setup-type moves have been removed from the moveset and added into raid extra actions instead
    • Type coverages for many raids have been reduced, giving more potential counter-pick choices
  • Shield values have been adjusted in many fights, resulting in slightly improved Tera non-STAB damage in many fights, or just slightly reduced mitigation in general.

Raid Loot Changes​

Significant changes to late-game and post-game raid loot have been made.
Check the full changelog for the exact values.

  • Tera Shard rewards have been increased
  • Candy rewards have been increased
  • 5★ raid loot has been reworked
  • 6★ raid loot has been adjusted
  • 7★ raid loot has been adjusted

Habitat Data​

The in-game habitat locator for Pokémon you've seen or caught in the Pokédex has been updated. This also includes every Pokémon Compass adds.
An out-of-game habitat location can also be found here: https://compass.winterfall.org/habitat/

Wild Encounter Spawn Adjustments​

Many adjustments have been made to the wild encounter spawn rules, with over 70 changes made.
It's a bit of a long list.
Check the Changelog for the complete list.

Arven's Team​

  • Arven’s partners during the Path of Legends story for the Titan fights are different in nearly all encounters.
  • Arven’s teams during the final stories, and the Ace Tournament, have been adjusted,
  • Dialogue for a few of Arven’s lines have been updated to reflect these changes.

Be sure to check out the full Changelog details.
 

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Aria_Seri

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Removing those moves unbalances the rest of the games combat. Why you do that if your exra raid actions already render them superfluous in raids?
I'm.. not sure how you came to the conclusion it would affect the rest of the game's combat.

This change only affects the 6★ and 7★ raids, it does not affect any other portion of the game and only applies to the raid Pokemon you fight.

That's why it was under the "Balance adjustments made for 6★ and 7★ raids" header.

They were removed from the raid enemy available moveset to choose for two reasons:
  1. The game's AI doesn't make the best choices at times and would occasionally get stuck using the same move repeatedly even when already at max ranks.
    • Moving the stat-boost actions to extra actions also allows us to more finely tune the raid encounter as the extra actions are finite in nature.
  2. More often than not, due to the nature of how raid combat works, there were situations in which the enemy could have fourstat rank-ups by turn two.
    • This made a handful of the later raids exceedingly difficult to complete. While doable, it far exceeding our chosen threshold for design difficulty.
 

IronyIsGood

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I'm.. not sure how you came to the conclusion it would affect the rest of the game's combat.

This change only affects the 6★ and 7★ raids, it does not affect any other portion of the game and only applies to the raid Pokemon you fight.

That's why it was under the "Balance adjustments made for 6★ and 7★ raids" header.

They were removed from the raid enemy available moveset to choose for two reasons:
  1. The game's AI doesn't make the best choices at times and would occasionally get stuck using the same move repeatedly even when already at max ranks.
    • Moving the stat-boost actions to extra actions also allows us to more finely tune the raid encounter as the extra actions are finite in nature.
  2. More often than not, due to the nature of how raid combat works, there were situations in which the enemy could have fourstat rank-ups by turn two.
    • This made a handful of the later raids exceedingly difficult to complete. While doable, it far exceeding our chosen threshold for design difficulty.
Oh so you were talking about raid mons movesets only? It sounded like you meant: "I've added more stat boosting cheers so I'm removing all stat boosting moves from the game."
 

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