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not sure why that was removed...
- Most Importantly: Pokemon are friends! They should have some uses outside of battle, which will give more reasons to tame different Pokemon outside of whichever has the best stats. For example, allowing something specific like a Furret to help forage for berries and herbs, or a Meganium helping grow nearby plantlife. You can even just broaden it to certain types, such as ground types helping till rich land for you, water types dousing fires, electric types producing power for your base, ect. It'd fit right in with Rimworld, and really diversify and give a use to many of our favorites.
- Ideology! Having a religion based around Pokemon would be fun, and you can even add a spin to it! Do your colonists use Pokemon for profit and power, or live alongside them in harmony to survive?
- Recalls: To make managing easier, maybe a way for a pawn to set a team? That way they can recall unneeded Pokemon off the field and clip them to their belt, which would allow them to throw them out at a later time, similar to a grenade. It'd make traveling much easier and make for a more reliable defense, especially since Pokemon seem to have trouble following their trainer.
-I absolutely love the battle system you've set up, but you need a way to reliably call off an attacking Pokemon. It's been difficult to catch since I can't just tell my trained Pokemon to back off, and it just kills a potential capture while the pokeball is in midair.
- Pokemon should be able to queue moves up when a target is out of range, allowing them to act when their target is available. It's a bit awkward trying to micromanage multiple pokemon, especially since Rimworld has this feature for gun-wielding pawns.
- I'm sure you're going to work on this anyway, but biome spawns should definitely be more specialized. I started in an Arid Shrubland, and I'm seeing a ton of out of place stuff like Sneasels and Huntails chilling in 105 degree weather.
- It's unclear if training "attack" does anything. I assume it makes it so you don't need to manage Pokemon and just let them loose like vanilla animals, but I haven't seen it in action.
Thanks for all your hard work, and I really hope this feedback helps! I'm really excited to see where you go with this!
I'll definitely think about all this when adding new content!
Note that the spawn rate is affected by type but a dual type will always use the highest value from its two type for a given biome.
*Missing textures: icons for stored stones, fossils, pokeballs
*Easier way to spot a Pokemon's level
Might be wrong, but it seems that the only ways currently to check wild Pokemon levels is to click the info button and scroll all the way down, or check the wildlife tab. It'd be a lot better if we could just see the level at a glance.
*Catching downed Pokemon
"Can't catch fainted Pokemon" makes sense in the original games since when HP reaches 0, the encounter just ends. But in RimWorld, this system just doesn't fit. When you down an enemy in this game, that is THE time to capture them. And given that you can literally just pick up the downed Pokemon and throw them in a cage anyway, it seems a bit asinine that you can't just ball them when downed. Especially early on, it's a bit difficult to catch weaker monsters at all before they are killed due to their low HP/body part.
*PokeCenter-tier healing
Most of my Pokemon were quickly left with broken body parts and scars after only a few battles. It'd be useful to have a machine later on in the research tree which is analagous to the biosculptor (but just for Pokemon) and is capable of full restoration or healing scars at least.
*Pokemon Move Damage Defs
I've only played a few hours, but I have a strong impression that too many of the damagedefs from Pokemon moves are labelled as "scratch," and too many moves cause bleeding (even some which are explicitly labelled "crush" consistently cause bleeding). Additionally, it would be cool if certain type moves had special effects (like ice moves debuffing move-speed, or psychic/ghost type moves affecting mood or causing mental breaks).
*Some Pokemon could be pseudo-colonists
May be beyond scope of the project, but I think it would be fitting if a few select intelligent Pokemon, particularly human-likes such as Mewtwo, Kadabra, Machoke, etc. could be capable of crafting, mining, research, etc.
Once again, great work. I'll be keeping an eye on this one!
For the missing texture, can you elaborate on what is missing exactly?
The Pokemon level should be displayed in the bottom left of the screen when a pokemon is selected, inside a black/ yellow bar
Catching downed pokemon: I would need to find a way to make it balanced in some way (not too easy and not too boring, there's no fun in throwing 10 balls at a downed beldum)
Healing scars: I did think about maybe adding a higher tier medicine for pokemon crafted maybe with devilstrand or the like, or just found in quest/ trade
Damage def: some body parts start bleeding even when the damage is a cruch (think insects) but you are right that it may need some tweaking.
Colonist pokemon: Yeah that might be beyond the scope of this mod
Then, pawn kind defs should not have "Forretresss", "Ekanss" and so... written inside them, and should be fixed with the singular word instead.
While I said replacement, it doesn't NEED to replace the Apricorn balls since Legends takes placing during a Feudal period of the Pokemon universe. Perhaps this Pokeball could be the Pokeball we get at Medieval Tech while Apricorn balls would be tribal poke balls?
If you want me to send you a picture via Steam, go ahead and send me a friend request on Steam or look the pokeball up on google. But here is what bulbapedia described it:
"Poké Balls have an "old-fashioned" appearance in this game, with a wooden bottom half, a buckle-shaped metal-colored implement instead of a button, and a valve on top that puffs out steam on a successful catch."
As for the Pokemon level, now I realize I didn't see it at a glance because I was using RimHUD. Without it, I see it fine, but compatibility for RimHUD would be great.
Good to see you're receptive to feedback!