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Tips for Special Surprise PD's skins (class versions) with a focus on the most peculiar among them
Before we proceed to the details for each skin, a distinction will be very useful. In SPS-PD:
- There are 7 classes (the familiar Warrior, Mage, Rogue, Huntress, and the new Performer, Soldier, Follower), that have a similar general concept with the classes of Original PD: some class-specific perks, an option betweeen two subclasses, and a set of class-specific special skills. SPS-PD is different only in the last part in that there is no special armor but a skill item in its place, which consumes charges instead of HP, is dropped by the second and not the fourth chapter boss, and gives the option for 4 different skills to each class instead of only 1.
- Each class has 4 different skins: the Classic Hero skin which more or less resembles the familiar features of the classes that exist also in Original PD, and the Happy Birthday, Halloween, and Spring Festival Skins. Skins are differentiated in their starting stats and their starting items, and in some cases a skin of a class when it first spawns is more similar to another class than the one that it is assigned to. For example the Demon warrior (Halloween) spawns with no melee weapon and an armor that offers no defense, but also with a +6 wand of Firebolt and increased magic Power, so he is basically a Mage disguised as a warrior.
- Warrior - Skins with familiar features (Classic Hero, Heavy Infantry)
- Warrior - Skins with peculiar features (Fighter, Demon)
- Mage - Skins with familiar features (Classic Hero, Explorer, Gnoll, Emcee - all)
- Rogue - Skins with familiar features (Classic Hero, Samurai)
- Rogue - Skins with peculiar features (Ninja, Undead)
- Huntress - Skins with familiar features (Classic Hero, Maid, Taurcen, Archer - all)
- Performer - Skins with just new features (Classic Hero, Vtuber, Lion Dancer)
- Performer - Skin with peculiar features (Slime)
- Soldier - Skins with just new features (Classic Hero, Doctor)
- Soldier - Skins with peculiar features (Plumber, Mech)
- Follower - Skins with just new features (Classic Hero, Builder, Protoss, Merchant - all)
The Classic Hero warrior and the Heavy Infantry (Spring Festival) warrior skins are tanky because all warriors in SPS-PD can equip armors with -2 strength requirement, but also because they have a Wooden Shield starting item that can offer a Defense Up buff. If you need more details about them, you can read the Classes and Skins page in the wiki.
Warrior - Skins with peculiar features (Fighter, Demon)
The Fighter warrior (Happy Birthday) starts without a melee weapon but with a +1 ring of Force and a +1 ring of Might equipped (note though that in SPS-PD the ring of Force's damage is not affected by the hero's Strength at all, so this skin is not OP because of the rings combination, like it would be in other mods). His unique starting item is "Ryu's Hadoken", a ranged weapon with two options, a "Down right attack", which deals enemy's max HP/2 against full health regular enemies and a "Break out" that gives an Attack Up buff to the fighter but most importantly unlocks permanently some special finishing moves after successive successful hits - combos, which are unique to the fighter skin, but they are only available to him when being unarmed. These finishing moves are Clobber, Cleave, Slam, and Crush (the first is weaker in damage than a regular hit but applies debuffs, and the other three are stronger in damage than a regular hit and might also apply debuffs). The peculiarity of this skin is that the ring of Force in SPS-PD is rather different than its versions in most other mods that also have it. In SPS-PD at the first glance it acts only as a quasi tier 2 weapon in terms of its damage with no weapon equipped, as the hero's current strength does not affect its damage at all, while the power of its effect is also described as capping at level +30, and so its most important advantage seems to be that it also adds a +10% bonus to all melee damage with each level. To give some examples, at level 0 it seems to deal only 1-12 damage and grant a +10% bonus to melee damage, at level +5 8-27 and a +50% bonus, and at level +10 13-42 and a +100% bonus (unarmed damage scaling: +1/+3). That said, the previous description (and also the ring's actual game description) is rather misleading: A) It does have a max level cap at +30 for the bonus it gives to all damage in either unarmed or armed melee combat (300%), but B) in contrast it keeps increasing its unarmed damage with upgrades above level +30 without ever reaching a cap. The fact that the "melee damage multiplier" gets also applied to unarmed melee hits moreover means that its actual damage at level +10 is 26-84 (13-42 +100%), at level +20 69-216 (23-72 +200%), and at level +30 132-408 (33-102 +300%), so it ends at high levels being even more powerful than the ring of Force of other mods, but because of its damage modifier and not of the hero's increased Strength (at level +100 its actual damage is 412-1,248 from 103-312 +300%). So especially for the Fighter warrior, who gets unique finishing moves with combos, but only when he is unarmed, this ring is a great candidate for highly upgrading.
The Demon warrior (Halloween) starts without a melee weapon and also with an armor that offers no defense (he has 66 starting HP though, more than double than the other skins) and with a +6 wand of Firebolt, while he has 6 Magic Power, which is double than the starting Magic Power of a mage (btw all his starting stats have only 6 as a number, even his strength is 6, but he spawns also with 4 potions of Strength). Due to his gear and stats he is essentially a mage in disguise in early game. Another unique perk of his is that he applies the Burning debuff with each melee hit, so he should prefer quicker weapons and avoid slow weapons, to maximilze the times that this debuff will be getting applied. He can also use his unique starting item Demon Contract to "Accept" exchanging 6 max HP with +1 Accuracy/ Dexterity/ Magic Power or +1 Strength, but these are granted randomly, while the increased HP are a more objective asset than these imo. Although in early game the Demon will fight like a mage who can tank, he remains a warrior in the special skills and subclasses that he has available, so from mid-game and on he will turn to a regular warrior just with increased by default magic power, to take advantage from the warrior-specific perks.
Mage - Skins with familiar features (Classic Hero, Explorer, Gnoll, Emcee - all)
All the mage skins (Classic Hero, Explorer - Happy Birthday, Gnoll - Halloween, Emcee - Spring Festival) rely much on ranged attacks with wands, as they all spawn with various wands as starting items (Disintegration / Firebolt / Lightning / Magic Missile / Reno's Rainbow Canon) and all mages have increased Magic Power (3) which directly affects the damage of wands (Battlemages get it up to 8 after choosing their subclass). They have also three auxiliary items available, the Wonder Flask (Classic Hero, Emcee), Reno's Rainbow Cannon Wand (Explorer), and the Shaman Mask (Gnoll, Emcee), but none of these items changes drastically these skins' gameplay, and so details about them were omitted from this post. If you want to read more about these skins, you can visit the Classes and Skins page in the wiki.
Rogue - Skins with familiar features (Classic Hero, Samurai)
The Classic Hero and the Samurai (Spring Festival) rogue skins rely much on surprise attacks and hiding because of the Cloak of Shadows artifact they start with. Also all rogues in SPS-PD can equip melee weapons with -2 strength requirement, and so they are generally advantaged in the damage they can deal from earlier. If you need more details about them, you can read the Classes and Skins page in the wiki.
Rogue - Skins with peculiar features (Ninja, Undead)
The Ninja rogue skin (Habby Birthday) has no item or perk that increases Stealth, and is basically a warrior-like character with somewhat increased Strength (11) and a very good starting weapon that applies a variety of debuffs to enemies and buffs to the hero, the Legend of Hyrule. If he chooses the Assassin subclass, he will have to rely solely on the Light ability of the dew vial and the Shadow Bless option of his special skill item for Invisibility on demand.
The Undead rogue skin (Halloween) does also not have the Cloak of Shadows, but in contrast to the previous skin he has exceptional Stealth, 8, while all the other classes and skins have just 1. Players who are familiar with YAPD should consider an Undead rogue to be very similar in his stealth with a Brigand in YAPD equipping two rings of Shadows of +3 level and an armor without any stealth penalties. This feature allows the Undead rogue to do many surprise attacks and fight enemies one by one, even with the other enemies being in the directly next tile. To keep this advantage it is better for him to avoid equipping heavy armors, as they have the lowest stealth bonuses and in higher tiers they even apply stealth penalties. For Invisibility on demand he can also use the Light ability of the dew vial and the Shadow Bless option of his special skill item, but this will be often unnecessary due to his increased Stealth. As a side note, because of his very low starting HP (10) using his Undead Bible to Read is not generally a good idea, as it subracts -5 HP in exchange for a Dew Drop buff, but Praying with it is more than fine, as it will drop 1 Ankh after each level up.
Huntress - Skins with familiar features (Classic Hero, Maid, Taurcen, Archer - all)
All the huntress skins (Classic Hero, Maid - Happy Birthday, Taurcen - Halloween, Archer - Spring Festival) rely much on ranged attacks with missile weapons, as they all spawn with a unique missile weapon as a starting item (Classic Hero - Boomerang / Maid - Thousand Knives / Taurcen & Archer - Centaur Bow). Note that if a huntress becomes a Sniper there is no reason to highly upgrade any other weapon than her starting unique missile weapon, with the only possible exception of the Classic Hero, of which the boomerang is not exceptional like the other two unique weapons, so she can do also fine with a gun. If you want to read more details about these skins, you can visit the Classes and Skins page in the wiki.
Performer - Skins with just new features (Classic Hero, Vtuber, Lion Dancer)
This class is new and more or less inspired by the Bard class of RPGs, so its features are new in comparison to Original PD, but in the context of the general characteristics of this class, three skins are rather similar (Classic Hero, Vtuber - Happy Birthday, Lion Dancer - Spring Festival) and one peculiar (Slime - Halloween). All performers have class-specific buffs that are inspired from music and increase Accuracy and Evasion, while the Superstar subclass makes some of these buffs even stronger. The Classic Hero, Vtuber (Happy Birthday), and the Lion Dancer (Spring Festival) performer skins all have a wall breaking item (Classic Hero & Lion Dancer - Shovel, Vtuber - Effect Button), which makes exploring the dungeon much easier for them. Two of these skins also have auxiliary items available, the Effect Button (Vtuber), and Learn Lion Dance (Lion Dancer), but the buffs that these items grant don't change drastically these skins' gameplay, and so details about them were omitted from this post. If you need more details about these skins, you can read the Classes and Skins page in the wiki.
Performer - Skin with peculiar features (Slime)
This is objectively the weakest skin among all skins of SPS-PD at the very beginning. He starts with lower max HP (20 instead of the regular 30), with an armor that offers no defense, and with a weapon that gets self-destroyed after 100 hits, the Empty Bottle (note that unarmed heroes in SPS-PD without a ring of Force deal always a flat 1-7 damage regardless of level or strength). Nevertheless, this skin has a very stong item, the Slime, which corrupts any regular enemy and makes it the hero's minion until it dies, and heavily debuffs any boss enemy, but the hero can't survive just by using that because it gets charged with melee hits, so the hero can't just rest and wait for the Slime item to get recharged. My advice for this skin is basically simple: with its starting weapon and armor it won't survive for long, so wander around depth 1 until you find a Blue Berry (one always spawns on depth 1), go to the stairs to depth 2, eat the berry that grants also a Treasure Search buff, see the loot that is revealed on depth 1, descend, see the loot that is revealed on depth 2, and if a tier 1 weapon and armor have spawned, continue with the run and get them as soon as possible. If at least a tier 1 weapon has not spawned (keep in mind that the Empty Bottle will get self-destroyed after 100 hits), abandon - delete the run and repeat. Note that if the Slime survives the first depths of the dungeon, his unique item makes him a very strong skin.
Soldier - Skins with just new features (Classic Hero, Doctor)
This class is also new and more or less inspired by gun wielding classes of other roguelikes like Enter the Gungeon (Moonshine PD has also a gunslinger class), so its features are new in comparison to Original PD, but in the context of the general characteristics of this class, two skins are rather similar (Classic Hero, Doctor - Spring Festival) and two rather peculiar (Plumber - Happy Birthday, Mech - Halloween). Most soldiers have some of their starting base stats increased by default (Accuracy, Dexterity), all gain more HP with level ups and all also have increased Luck and the ability to detect cursed items upon picking them. Three of the soldier skins start with a gun-like item, the jump shoes of two of the skins (Clasic Hero, Mech) make guns reload and grant a Target Shoot buff, while one of the soldier's subclasses (Agent) has gun-related perks, so this is certainly a gun-oriented class. Two of these skins also have two auxiliary items available, the Pulse Pistol (Classic Hero, Doctor), and the Medical Box (Doctor), but the effects that these items have don't change drastically these skins' gameplay, and so details about them were omitted from this post. If you need more details about these skins, you can read the Classes and Skins page in the wiki.
Soldier - Skins with peculiar features (Plumber, Mech)
The Plumber skin is perhaps the most peculiar in its attack among all SPS-PD skins, as it starts with no melee weapon, but jumping with its Plumber's Shoes deals a fixed 33 damage, which ignores armor class and can't be evaded, while the shoes' damage gets increased by +3 with each level up. Essentially until the Plumber reaches late-game and has access to upgrading highly a weapon, his shoes will be the most damage-effective item he will be having, and they will still be rather useful in the final boss fights. That said, when the Plumber's Shoes are compared with a highly upgraded end-game weapon (for example a +100 War Hammer), they are considerably weaker, also because they take two turns for their attack (so their average damage per turn is actually half). Note that even though the Plumber's Shoes function as a weapon, they are still shoes, so the rings of Accuracy, Force, Might have no effect on their damage, neither any of the damage-increasing buffs of the game, and the only way to increase their damage is to highly upgrade a ring of Haste, which will be granting bonus movement turns to the Plumber, and as a consequence bonus jumps.
The Mech skin is less peculiar than the Plumber at first glance, as he starts with a Blunderbuss gun and looks like a gunslinger character, but his stats are chaotic, and in a nutshell, when they are good, they are the best, and when they are bad, they are the worst: Strength 16, Accuracy 4 (from regular 10), Dexterity -28 (from regular 5), but Armor Class equal to the current hero's level (instead of a flat 0 for all other classes and skins that just gets increased with the equipped armor), which means basically that the Mech by late-game will be having more or less a defense of a level 0 Plate Armor without any armor equipped, which will be getting added to the defense of his equipped armor, and essentially it ends up the tankiest skin among all skins of the game. Moreover his unique Four Dimensional Space Bag item after it gets opened and spent will drop 15 random items, which can range from a berry to a war hammer or an artifact. My advice for this skin is the player to start a run with him, open his bag, see what it drops, and if the player is satisfied with the outcome (a higher tier but equippable weapon and armor would be the most easily expected reasons for satisfaction), proceed, otherwise delete the character and repeat.
Follower - Skins with just new features (Classic Hero, Builder, Protoss, Merchant - all)
This class is also new and more or less inspired by the Cleric class of RPG games, so its features are new in comparison to Original PD, but in the context of the general characteristics of this class, all skins are rather similar with each other (Classic Hero, Builder - Happy Birthday, Protoss - Halloween, Merchant - Spring Festival). It is the class most straightforward in its advantages, as it gets a 20% discount in all dungeon shops, and each skin has one or two unique and objectively useful items: the Sign Box (Classic Hero, Merchant) gives various options to increase damage to and decrease damage from certain types of enemies, the Small Pylon (Protoss, Merchant) teleports enemies randomly away or the hero to a predetermined specific location, and Steve's Diamond Pickaxe (Builder) breaks walls. In addition to these, the most objective and also straightforward advantages of this class are that he has upgrading as one of his special skills, so after beating the second chapter boss the Follower can easily get any item he wants to +15 by just resting sucessively until his skill item gets fully charged again, and that the Artisan subclass has a -2 strength requirement for both armors and weapons. If you need more details about these skins, you can read the Classes and Skins page in the wiki.
Lastly, for reasons of brevity I have omitted almost all tips related with the different classes and subclasses, but there is a subsection about that in the wiki. If you are also interested in them, you can visit the relevant subsection, also in the Classes and Skins page.
I know that this post is rather big, but with all the information that I have managed to fit inside it, I am rather happy with its size. As always suggestions for improvement and critiques are more than welcome in the comments. Have a nice weekend!
Verified Info Thread V2
Because the original Verified Information thread has been archived, here's a second one so people can still comment on it. This also gives me the opportunity to clean up everything with all of the new information overriding old information. I'm probably going to go back and delete duplicate information from this thread and the original so that it's easier to sort through info. This thread will have newer or more relevant information and the old thread will maintain the old info that was given. That way we don't end up with one extremely long thread to scroll through that no amount of formatting can fix.
|Organized Info||Contributed Info (Username mentions)||Contributed Info (Private Message)||Contributed Info (Thread Comment)|
|dronpes (/TheSilphRoad beta updates)||MaxCarnage94||DUCKLIFEZ|
|ThisIsProfessorOak (/TheSilphRoad beta updates)||Reikan-Anseris|
NEWEST GameStop now taking preorders for the Pokemon Go Plus device
NEW "Release Date 7/31/2016" goes with the info on the main Pokemon Go page on the Pokemon website for a release date of late July.
(NEW INFO) Beta Version Summaries (in chronological order and kept towards the top of the page to keep them all grouped for newcomers to catch up on what's known):
- March 24 - We just learned a lot of awesome stuff about Pokemon GO. Get Hyped!
- March 29 - Pokemon GO COMPREHENSIVE Field Test Mega-Thread Details and Field test: What we know so far.
- April 1 - A few NEW things we've learned from the 2nd wave of field testers!
- April 6 - The Definitive Guide to Pokemon GO Evolution! (Based on interviews with field testers)
- April 11 - A Silph Road interview with a Field Tester. (21 questions and answers.)
- April 13 - Report: Gyms are now enabled in the Pokemon GO Field Test.
- April 15 - Report: More Information on the Field Test - Gyms, Combat, etc. (Part 2)
- April 18 - Tester: Pokemon Go Battles and hints at the future.
- April 21 - A First Look: Pokemon GO Battling & Gyms! (Based on Field Tester Interviews)
- April 22 - Beta 0.19 Released, Swap Battling Pokemon in Real Time and other changes.
- April 23 - Research Snippet: Small Change, Big Effect
- May 4 - u/obamas_arsehole's Pokemon GO leaks Megathread
- May 7th - Pokemon GO v0.21.1 Summary and Analysis!
- May 24 - Pokemon GO v0.23.1 Summary and Analysis! [Minor App Update]
- June 4 - Major Version Update: Latest Official Silph Analysis & Summary of v0.25.0
- (NEW) June 21st - [APK Update] Field Test app v0.27.0 has gone live!
Niantic Blog Post:
We’ve added a new Camera feature that enables Trainers to** take photographs of their wild Pokémon encounters**. Now you can take a photo of Squirtle next to that scenic lake or Ivysaur hanging out by the park. The photos will be saved to your phone’s camera roll to share with whomever you’d like. We can’t wait to see the varied environments in which trainers will find wild Pokémon.
We’re also thrilled to announce that Pokémon GO’s all-new music track is composed by GAME FREAK’s Junichi Masuda. We’ve been working closely with Masuda-san on several of the core game design elements of Pokémon GO and feel very fortunate to also have drawn from his decades of experience composing original music for the Pokémon games.[Editor's note]: It was already known to most that Junichi Masuda was handling the music through his tweets on Twitter but I don't think it was ever officially announced so I put that tidbit here for those that didn't know.
Update to the Pokemon site for Pokemon Go:
Look forward to the launch of the Pokémon GO Plus accessory in late July 2016.
For players who want to enhance their Pokémon GO experience even more, certain items and features can be accessed via in-app purchases. Players can spend real money on PokéCoins, the in-game currency of Pokémon GO. PokéCoins can then be exchanged for power-ups, extra items, and other enhancements.[Editor's Note]: I wanted to add this because I haven't seen it mentioned before officially but it's been known to some of us thanks to the beta testers sharing details.
Amazon page for future Pokemon Go PLUS preorders is up:
(NEW) Collect Poke Balls, Berries, Pokemon Eggs and other items at set PokeStop locations without having to look at your smart phone
(NEW) Item Weight: 1.6 ounces[Editor's Note]: It looks like the Plus preorder is unavailable at the time of updating this thread.
Pokemon Go Q&A video:
- (NEW) For a summary of what was said during the Q&A, check out Juxlos' Q&A summarized transcript thread
Niantic Blog Post:
... today, we’re expanding that field test to the United States to get more feedback to improve the game.
... recently we’ve added a ton of new features to expand gameplay even further. Trainers can now help Pokémon evolve, opening up a whole new area of gameplay.
Trainers can also find and collect Pokémon Eggs in addition to fully grown Pokémon. Trainers will get a good workout as you must walk a preset distance in order to hatch the Egg and find out what Pokémon will emerge. Incubators are provided to help with this process.
Fun fact - After many hours of field test gameplay, the Venusaur hasn’t been spotted yet. Who will be the first field tester who catches or evolves their Bulbasaurs or Ivysaurs into Venusaur?
Our team is learning and iterating, and we can’t wait to share Pokémon GO with everyone. Stay tuned for more details.
Niantic Facebook Post Images:As pointed out by tkcom on their post here, you can see that you can turn off the live camera feed during catching sequences:
Image 1 Shows the captuer scene with live camera turned off.
Image 2 Shows the captuer scene with live camera turned on.
Pokemon Go Site update:
[Editor's Note] There's also a Niantic blog post on this information but it doesn't go into as nearly as much detail as the Pokemon.com update on their Pokemon Go page so I'm just putting that info here since the blog post would just be restating new information.
Once you've encountered a Pokémon, take aim on your smartphone's touch screen and throw a Poké Ball to catch it. Be careful when you try to catch it, or it might run away!
Also look for PokéStops located at interesting places, such as public art installations, historical markers, and monuments, where you can collect more Poké Balls and other items.
In Pokémon GO, you will gain levels as a Trainer, and at higher levels you will be able to catch more powerful Pokémon to complete your Pokédex. You'll also have access to more powerful items, such as Great Balls, to give you a better shot at catching Pokémon.
If you catch the same species of Pokémon enough times, you'll get the opportunity to evolve one of them.
And as you explore, you may find Pokémon Eggs at PokéStops, which will hatch after you've walked a certain distance.
At a certain point in the game, you'll be asked to join one of three teams. Once you join a team, you'll gain the ability to assign Pokémon you've caught to empty Gym locations or to a location where a team member has placed one of his or her Pokémon. Like PokéStops, Gyms can be found at real locations in the world. Each player can place only one Pokémon at a particular Gym, so you're encouraged to work with others on the team to build up a strong defense. If a Gym is already claimed by another team, you can challenge that Gym using your own Pokémon. Using the Pokémon you've caught, engage in battle with the defending Pokémon at the Gym to claim control.
A wide variety of challenges are available that highlight many different categories, such as catching Pokémon and exploration. By completing these challenges, you'll unlock achievement medals that will appear in your player profile.[Editor's Note] I'm putting the older info from the same site up here so it's better organized in this thread since it's all from the same source just divided by different times of being updated.
Pokémon GO will use real location information to encourage players to search far and wide in the real world to discover Pokémon.
Pokémon GO’s gameplay experience goes beyond what appears on screen, as players explore their neighborhoods, communities, and the world they live in to discover Pokémon alongside friends and other players.
A small device called a Pokémon GO Plus will enable Pokémon GO players to enjoy the game even when they’re not looking at their smartphone. The device connects to the smartphone via Bluetooth and notifies the player about events in the game—such as the appearance of a Pokémon nearby—using an LED and vibration. In addition, players can catch Pokémon or perform other simple actions by pressing the button on the device.
Furthermore, Junichi Masuda of Game Freak Inc., the game director of the Pokémon video game series, is also contributing to the project. He is hard at work ensuring that the fun of Pokémon makes its way into this new project, and is also looking to come up with new kinds of gameplay while thinking of ways to connect this project with the main series of Pokémon video games.
Pokémon GO will be available for download at no charge on the App Store and Google Play. In-app purchases will be available.
Editor's Note: Thanks to notsoidentical for postingthe full conference video with Q&A session that revealed a few more details we might have missed. All info/quotes here will be from the English translator (minus one quote from John Hanke) who was translating questions and Junichi Masuda's answers. There's some some minor edits to make what he's saying more readable as he talks very fast and sometimes extra words come out or the someone coughing plays over his voice. So just remember these are probably 95-99% of the translators exact words. Also, keep in mind this is information given at the date of the conference so it could be outdated. I wanted to share it anyways for the sake of knowing all the details and helping speculation.
"On your mobile device you'll have a map and on that map Pokemon will appear and you'll go there, you'll encounter them, and you'll try to catch that Pokemon. Whether you're able to do that or not, there's a variety of factors and of course you can use those Pokemon to battle other players. It's really similar to things we're showing, in the concepts shown in the video".
[When asked if Go will compete with traditional games] "We knew that we needed to make sure both games didn't cannibalize each other. After a lot of discussion we've found a way to make these games fit on smartphones, which so many people have, and at the same time make sure it's not competing or cannibalizing in sales with the traditional games but actually augmenting them, not revitalizing, but putting strength to those sales as well. "
"In terms of regions in which the game will be released, we're plotting for a worldwide release for the game. In regards to the language, the traditional Pokemon games supported many languages so we're working hard to supporting as many as we can."
- [When asked if Pokemon spawns will be based on Ingress data] "So Ingress has been going on for three years now and it's definitely shown us a lot of results, we have a lot of data and learnings that we have gotten from Niantic that we were able to use when really coming up with ideas and ways to place the Pokemon and ways to use the data from Ingress in a way that's safe for the player to this game."
[When asking John Hanke if Pokemon Go will affect the world of Ingress] "It's its own independent world. But we expect the communities to do things together and we think that big people in the Ingress community will embrace this game as well but they'll be distinct gameplay worlds that are kept separate from a gameplay point of view."
[When asked how battling is going to work] "In terms how the battles are going to work, in Ingress, just to give you an idea, there's these portals players defend or attack and in this game, I obviously can't say very much, but maybe imagine that those portals are something else like a secret base or perhaps there's Pokemon there and maybe there's some reason to battle."[Editor's note]: Keep in mind, this question wasn't really answered and it seems like something given to answer a question without really answering it since Junichi Masuda, speaking through the translator, never actually said how battles will work. At the time he stated the question itself was getting close to information they couldn't reveal.
[When asked if there will be raising and trading elements in Pokemon Go] "In terms of Pokemon trading, that's one of the elements that we really put a lot of care into in all of our Pokemon games. ... We're trying to envision what players would want to do in the game and we're trying to come up with ideas to facilitate that best."
[When asked how they plan on keeping the game fair with in-app purchases] "This is one of the things we're most hotly debating right at this moment. Of course the direction we're trying to take is a model in which we'll have a lot of players who may make purchases but they don't have to spend a lot. That's really the direction that we're trying instead of focusing on a small group buying a lot. So I'm not even speaking to any specifics right here and now but the main idea is that there are a lot of games out there that focus on getting a lot of money from a very small group and I can say that we're trying to move in the opposite direction of that. "
[When asked about the Pokemon Go Plus price] "I honestly can't say the exact number right here and now but we're hard at work with Nintendo to offer a price that is attractive."
[When asked how big of a difference there'll be between those who use the Plus device vs those who don't] "Right now we don't plan on offering or implementing a ton of extra functionalities and there's not going to be a massive difference in what you can do with the device. Of course we want to make it a product that players who have it feel like they're getting an added benefit but at the same time we don't want it to make it where players who don't have it feel like they're missing out on something dramatic."
Niantic Blog: Pokémon GO Field Testing Will Begin in Japan (March 3rd, 2016)
The Pokémon Company and Niantic will be inviting users to field test Pokémon GO in Japan later this month. The Pokémon GO field test program will give users the opportunity to share early feedback and help improve the Pokémon GO experience. Please stay tuned for information about expansion of the field test to other markets.
News Article: Niantic raises $5 million to forge ahead with Pokémon Go
Niantic, the former Google division that is working on a Pokémon Go location-based mobile game, has raised $5 million in an expanded seed funding round.
The new investors include Alsop Louie, former Havas boss David Jones (and his new venture You and Mr Jones), Fuji Television, Lucas Nealan, and Cyan and Scott Banister.
John Hanke, chief executive of Niantic, said in an interview with GamesBeat that each new investor brings something strategic to the company. The news coincidentally is happening close to the 20th anniversary of Pokémon’s launch, but Hanke said that was not deliberate.
... Fuji TV gives Niantic another foothold in Japan, and Hanke said it will be evident later why the Japanese company is getting involved. The Banister and Nealan will bring tech industry connections.
“Pokémon Go is looking good. We’ll share more details with the world soon. There certainly are a lot of fans.” - John Hanke, chief executive of Niantic
News Article: How Pokémon Go will benefit from Niantic’s lessons from Ingress on location-based game design Dec 16, 2015
"Pokemon, obviously, you’d go out into the real world and find Pokemon and battle them against other players and trade them and go to gyms. That’s how it’s going to work." - John Hanke, CEO of Niantic Labs
"It wasn’t totally accidental. Google had worked with Pokémon on a Google Maps mashup for April Fool’s three years ago. We had some experience building a mini-product with them. We actually used the same company to do the launch video for Pokémon Go as worked on the April Fool’s video." - Hanke
"This is a Pokémon experience that’s brand new, and yet it goes back to the very origin of the franchise. It’s about a kid who goes out in the world and finds Pokémon. If you strip away a lot of the complexity and stuff that’s been added on, it’s the most basic expression of that concept." - Hanke
"We’ve learned a lot on those fronts with Ingress. Even if you’re in a small town — I grew up in a town of 1,000 people in Texas. We had that as a design goal. If we’re going to build a game that works with location, it has to be fun for people anywhere to play, in small towns as well as San Francisco. If we designed something that only worked in San Francisco, it wouldn’t be a real success. We wanted it to work globally." - Hanke
"Our goal is to make it so you can walk out of the house and within five minutes, you can find Pokémon. It may not be the most rare Pokémon in the world, but there’ll be a population of Pokémon living near all our players. Gyms will be a bit more rare. You want to find gyms so you can level up your Pokémon and battle there, so it will take a little more effort to get there." - Hanke
"Pokémon will live in different parts of the world depending on what type of Pokémon they are. Water Pokémon will live near the water. It may be that certain Pokémon will only exist in certain parts of the world. Very rare Pokémon may exist in very few places. But you can trade. If you live in a place with lots of water Pokémon and you come to an event — we have these Ingress events that are getting bigger and bigger." - Hanke
"We’ll have events for Pokémon as well. Those are competitive, but they can also be places to trade stuff with other players. Pokémon trading is going to be huge. You can’t get all of them by yourself. If you want all of them you’ll have to trade with other players. Or you have to be someone who takes time off work and travels the world for a year. There may be people who do that." - Hanke
[On the Pokemon Go Plus device] "Why not have a little device that buzzes when you’re near something important? You can interact with it in some subtle way, and then later on you can open up your app or your tablet and you see, 'Oh, I got this or did that.'" - Hanke
[On playing with children using the Plus device] "It vibrates and flashes when you’re near Pokémon. When they press a button in a certain sequence they capture it. Then, later on, you can look at it together on your phone or tablet." - Hanke
[On the Plus device having the same in-game functions as the phone] "It’s more limited, but it’s heads-up gameplay. I can show you the design prototype. It’s very slightly bigger, a bit heavier, but this is pretty much the size of it. It comes with a bracelet so you can wear it like a wrist device. It’s Fitbit-ish in terms of size. Battery lasts a long time. You don’t have to worry about charging all the time. This is a multicolor LED and button. You’ll notice that it’s the Google Map pen with the Pokeball shape and color fused together. You can imagine kids going to school with this on their backpack." - Hanke
[On how many Niantic employees exist as of this article's release] "We’re 41 people." - Hanke
[On games getting better when VR comes to market] "Yeah, you get your head out of the phone and hopefully take in more of what’s around you. You’ll get some more interesting visuals. That will be novel for people. It’ll be exciting. Ingress will be enhanced greatly when those devices come to market, as will Pokémon Go and other games we make. It’s going to elevate." - Hanke
"Today millions of people are interacting with Ingress. Tens of millions of people will interact with Pokémon Go. You can have differentiated client experiences that interface into that same game world. If 100 people have Magic Leap devices, they can play in the game with 5 million people on smartphones. They’ll have a different experience, one that’s maybe better in ways, but you don’t have to wait until 5 million people have Magic Leap to let them have this fun, social, real world game experience." - Hanke
"The places that you’ll interact with in the real world — historical sites, artwork, prominent or special local businesses, those will play a role in Pokémon Go just as they would for us. That same mechanic of encouraging people to take a walk in the park and see some aspect of their city they haven’t seen before, to go explore a nook or cranny in a part of the city they haven’t been to before so they can get a new Pokémon, that will be at work. Measuring how far people have walked and all of that will have specific payoffs for players in Pokémon Go." - Hanke
[On live Pokemon Go events happening at game release] "We haven’t announced yet, but I’d say that given the success we’ve had with Ingress, it’s a pretty safe bet." - Hanke
"There will be teams to join in Pokémon, more than two. Those teams will compete against one another." - Hanke
[When told "The sort of thing that exists within the fiction already."] "Yeah, with different gyms and teams and trainers." - Hanke
[When asked about directed story vs user-created story] "Hmm. Nothing to say about that presently. ... I would expect there to be a narrative along with Pokémon, but some of that stuff we’re still working out." - Hanke