>>40067531>You should open up that house above the Carbink pit as well, it currently has no interactions.Already working on an event in there.
It's the typical Tyrogue house where you fight a bunch of black belts, except this time it's a bunch of hikers betting a Tyrogue on their victory.>I don't think the Suggester tournament needs very much adjusting>I was able to handle every challenge by switching between them as neededOther people have mentioned the opposite, that they could rely on one strong mon to carry them through most of the fights and they ended up with one overleveled guy and half a dozen underleveled ones. If nothing else, I want the player to know that they're expected to be rotating their mons, even if they don't feel the need to.
>Nosepass has perfectly serviceable stats, moves, and abilities to hold itself over until some other point in time.Fair, but Probopass isn't that spectacular and I'm afraid of how quickly he'll inevitably fall off. I don't wanna hand him to the player when he's already mostly useless. Maybe I'll make the magnetic field available sometime before the second gym, or at least involve a bit of a quest to open up.
>Where it stands now, there is not a single species of either type available before the first gymThis is done on purpose. I can almost guarantee you that 9/10 players or more would build a fire/water/grass core with the first fire/water/grass mons they could get their hands on. I wanted the player to put a bit more thought into their team than that. By the time you make it to Route 3, you'll be able to catch fire, water, and grass types in the wild. I'm just hoping that the player will have enough of an attachment to their mons by then that it won't be an immediate dismissal in favor of the same fire/water/grass core they've used in every other Pokemon game.
And for what it's worth, the second gym is a Fire/Water/Grass gym that abuses weather and field changes. It's a fun concept.