Niello and Ivory are indeed very mechanically different from previous pokemon games, moreso in overworld traversal than in battle, but even that has its changes. Some general gameplay changes:
The entire game runs on wild area logic, so the camera is fully controllable. It is not a full open world, but a series of smaller distinct open worlds akin to Alola's islands (though there's 7 of these). Called republics, each zone has a fairly linear progression path, which is broken up by having to hop back and forth between different zones.
There is a karma meter, for the first time. This is actually an extremely major mechanic, as it affects the order in which the player moves throughout the region, which rivals they battle, and which villainous team they fight, based off of their score at certain flags, in addition to more passively affecting which pokemon the player can catch. It has aesthetic and secondary effects on training arts (more on that later). The version legendaries also have form differences based off of a players karma (or trainer style). There are three trainer styles:
Hospod: the "good" end of the karma spectrum. Players shift towards this end of the spectrum by solving the trial puzzles in the most elaborate and hardest manner, showing diplomacy in dialogue, and generally challenging optional trainers of ne'er do well classes (punks, gopniks, etc). It is associated with the color blue.
Hero: the "neutral" end of the karma spectrum. Players shift towards this end of the spectrum through solving trial and gym puzzles in a balanced manner, showing ambevilance in dialogue, and challenging optional standard trainers (campers, youngsters, etc.) Niello associates it with the color green, and ivory yellow.
Hajduk: the "evil" end oof the karma spectrum. Players shift towards this by solving trial puzzles in a manner that is direct and forcefull, showing emotion in dialogue, and challenging wealthy or righteous optional trainers (rich kids, policemen, etc.). It is associated with the color red.
Trainer arts serve as this region's battle gimmick. Depending on where they are on the karma meter (this includes NPCs), a trainer can fill a meter that can be used to activate one of four seals. Upon use, these seals sacrifice an item, applying that item's effect alongside a specific major effect associated with the type of item, and a minor one associated with thir trainer style. Like mega evolving, this does not take up the player's turn.
Double-up can be activated with any item type, and allows the pokemon to act twice. Hospodar gain the ability to retain a modicum of charge (charge affects all seals at once) upon use. Heroes can choose to activate the affected pokemon's held item without consuming it. Hajduci will gain the ability to extend the chain into the second turn if they switch out as the first action (which is usually unavailable).
Level-upper increases the pokemon's level by a certain amount depending on current level (pre-10 will only increase by 1, 10 on by 3). This may trigger a forme change with new types, or even introduce old mega evolutions back in. It is activated by healing items, and the strength of the item used affects the length of the effect (again, this is dependent on level; below 10 always lasts for five turns no matter what item is used, 10 above can shift between 8 and 3). Hospodar gain an extra turn of the effect. Heroes gain an additonal 1/2 levels for the effect. Hajduci gain an immediate one-pip all stat increase when the effect activates, and again when it wears off.
Heel-smile is akin to the Smirk status from Megami Tensei, and activates using temporary enhancers like the X-series. Here, a pokemon does not take additional damage from super-effectve moves and is immune to critical hits. They also gain permanent mold breaker and a guaranteed critical hit for the 1 turn, 1 move duration. Hospodar gain immunity to supereffective moves during this turn. Heroes gain the ability to transfer the effect when switching indefinently. Hajduci retain charge.
Follow-through is activated by PP-restore items, and for a limited time (8 to 3 turns), enhance moves. If ethers are used, the moves change into enhanced "follow-throughs" with increaded power and extra effects, whilst elixirs will add extra effects like allowing poison type moves that cannot poison to inflict the effect. Hospodar gain the ability to pierce type resistances (effectively mold breaker) on attack moves, whilst all other moves have their effects roughly doubled. Heroes do not lose PP during this time, and Hajduci can gain an extra turn for every pokemon they defeat with an enhanced move at the cost of starting wth 2 less turns)
The player can both climb up and jump off of ledges. They're less shortcuts and more access points.
Trainers can forefeit their matches if both consent. Refusing to consent voids that trainer from the prize money. Refusing to consent is the mark of a Hajduk, wheras allowing forefiets is more befitting a Hospod. Forefeits count as losses if successful.
The flying taxis from the previous game appear, except now they are carried by braviary. The bike also allows you to go across water from the beginning. It does not change the player's clothes, except over water, where it will change them into a swimsuit.
Speaking of clothes, it is now possible to earn them as rewards for sidequests and training milestones. A new fashion ability is that the player character can now gow shirtless under an open jacket (females will still wear a bra).
The entire game runs on wild area logic, so the camera is fully controllable. It is not a full open world, but a series of smaller distinct open worlds akin to Alola's islands (though there's 7 of these). Called republics, each zone has a fairly linear progression path, which is broken up by having to hop back and forth between different zones.
There is a karma meter, for the first time. This is actually an extremely major mechanic, as it affects the order in which the player moves throughout the region, which rivals they battle, and which villainous team they fight, based off of their score at certain flags, in addition to more passively affecting which pokemon the player can catch. It has aesthetic and secondary effects on training arts (more on that later). The version legendaries also have form differences based off of a players karma (or trainer style). There are three trainer styles:
Hospod: the "good" end of the karma spectrum. Players shift towards this end of the spectrum by solving the trial puzzles in the most elaborate and hardest manner, showing diplomacy in dialogue, and generally challenging optional trainers of ne'er do well classes (punks, gopniks, etc). It is associated with the color blue.
Hero: the "neutral" end of the karma spectrum. Players shift towards this end of the spectrum through solving trial and gym puzzles in a balanced manner, showing ambevilance in dialogue, and challenging optional standard trainers (campers, youngsters, etc.) Niello associates it with the color green, and ivory yellow.
Hajduk: the "evil" end oof the karma spectrum. Players shift towards this by solving trial puzzles in a manner that is direct and forcefull, showing emotion in dialogue, and challenging wealthy or righteous optional trainers (rich kids, policemen, etc.). It is associated with the color red.
Trainer arts serve as this region's battle gimmick. Depending on where they are on the karma meter (this includes NPCs), a trainer can fill a meter that can be used to activate one of four seals. Upon use, these seals sacrifice an item, applying that item's effect alongside a specific major effect associated with the type of item, and a minor one associated with thir trainer style. Like mega evolving, this does not take up the player's turn.
Double-up can be activated with any item type, and allows the pokemon to act twice. Hospodar gain the ability to retain a modicum of charge (charge affects all seals at once) upon use. Heroes can choose to activate the affected pokemon's held item without consuming it. Hajduci will gain the ability to extend the chain into the second turn if they switch out as the first action (which is usually unavailable).
Level-upper increases the pokemon's level by a certain amount depending on current level (pre-10 will only increase by 1, 10 on by 3). This may trigger a forme change with new types, or even introduce old mega evolutions back in. It is activated by healing items, and the strength of the item used affects the length of the effect (again, this is dependent on level; below 10 always lasts for five turns no matter what item is used, 10 above can shift between 8 and 3). Hospodar gain an extra turn of the effect. Heroes gain an additonal 1/2 levels for the effect. Hajduci gain an immediate one-pip all stat increase when the effect activates, and again when it wears off.
Heel-smile is akin to the Smirk status from Megami Tensei, and activates using temporary enhancers like the X-series. Here, a pokemon does not take additional damage from super-effectve moves and is immune to critical hits. They also gain permanent mold breaker and a guaranteed critical hit for the 1 turn, 1 move duration. Hospodar gain immunity to supereffective moves during this turn. Heroes gain the ability to transfer the effect when switching indefinently. Hajduci retain charge.
Follow-through is activated by PP-restore items, and for a limited time (8 to 3 turns), enhance moves. If ethers are used, the moves change into enhanced "follow-throughs" with increaded power and extra effects, whilst elixirs will add extra effects like allowing poison type moves that cannot poison to inflict the effect. Hospodar gain the ability to pierce type resistances (effectively mold breaker) on attack moves, whilst all other moves have their effects roughly doubled. Heroes do not lose PP during this time, and Hajduci can gain an extra turn for every pokemon they defeat with an enhanced move at the cost of starting wth 2 less turns)
The player can both climb up and jump off of ledges. They're less shortcuts and more access points.
Trainers can forefeit their matches if both consent. Refusing to consent voids that trainer from the prize money. Refusing to consent is the mark of a Hajduk, wheras allowing forefiets is more befitting a Hospod. Forefeits count as losses if successful.
The flying taxis from the previous game appear, except now they are carried by braviary. The bike also allows you to go across water from the beginning. It does not change the player's clothes, except over water, where it will change them into a swimsuit.
Speaking of clothes, it is now possible to earn them as rewards for sidequests and training milestones. A new fashion ability is that the player character can now gow shirtless under an open jacket (females will still wear a bra).
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