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Wilds of Kanto v2.0.0

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@YoDrehDenSwagAuf YoDrehDenSwagAuf released this 12 Aug 11:48
· 29 commits to main since this release
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Wilds of Kanto v2.0.0

This is a pretty big update. Alongside a lot of bug fixes and smaller improvements, v2.0.0 introduces Overworld Catching, significantly improves the new HGSS sprite system, and includes another round of work on Pokémon Followers.

🎯 Overworld Catching

You can now attempt to catch wild Pokémon directly in the overworld instead of always having to enter a battle first.

The system includes:

  • Poké Ball selection directly from your inventory
  • A visible throwing/range indicator
  • Different Poké Ball types
  • Catch chances based on the Pokémon, its level, the selected Ball and other modifiers
  • A bonus for approaching and hitting Pokémon from behind
  • Ball throw, wobble, breakout and successful catch feedback
  • Failed catches can make the Pokémon aggressive and trigger the regular encounter/battle flow
  • Poké Balls are actually consumed from your inventory
  • A configurable Poké Ball HUD
  • The entire system can be enabled or disabled in the settings

Controls

PC / Keyboard

  • Hold C to prepare your throw
  • Use the charge/range indicator to determine the throw distance
  • Release C to throw
  • Use the configured Ball-switch controls to cycle through your available Poké Balls

Controller / Mobile

  • Overworld Catching uses controller-compatible button combinations so we don't require an additional dedicated mobile button.
  • Hold the configured catch/button combination to prepare a throw.
  • The directional/button combinations can be used to cycle through your available Poké Balls.

The system is intentionally optional, so you can continue playing with normal encounters if you prefer the classic experience.

Huge shoutout to gamecorner-033. His Overworld Encounters work and Poké Ball catching concept were a big inspiration for finally adding our own version of this mechanic.

✨ HGSS True Size Sprites

The HGSS/PokeMMO sprite option has received a major overhaul.

Pokémon are no longer forced into the same tiny 16×16 visual footprint. They can now use their actual individual HGSS sprite dimensions, meaning Pokémon finally have noticeably different sizes in the overworld.

Small Pokémon look small.

Large Pokémon look large.

And the original HGSS artwork can finally be displayed without destroying all of its detail just to squeeze it into 16×16.

Swimming and levitating presentations have also been adjusted to stay visually consistent with the corresponding HGSS land sprite instead of suddenly changing the apparent size of the Pokémon.

The underlying sprite work also gives us a good foundation for additional generations. Assets for Pokémon beyond Gen 1 are already possible/available in this format, so if we get proper Gen 2 / Gold compatibility working in the future, a large part of the visual groundwork is already there.

🐾 Follower Improvements

The follower system has received another round of fixes, especially for the new variable-size Pokémon.

Large True Size followers should now behave much more naturally instead of:

  • teleporting around
  • rapidly changing positions
  • walking back and forth unnecessarily
  • behaving strangely around transitions
  • struggling because their visual sprite is much larger than the original 16×16 presentation

The regular Poké Followers / GSC sprite mode should retain its classic behavior and should not be affected by True Size spacing adjustments.

There is still room for further follower polish, so please report anything that still looks wrong.

🧊 Voxel Support

A lot of the groundwork for variable-size Pokémon inside Voxel mode is already prepared on our side.

Unfortunately, as of the latest testing, the Voxel renderer itself does not yet fully support the larger variable-size sprites we need.

For now, Wilds of Kanto therefore keeps the compatible fallback behavior when Voxel mode is active.

As soon as the Voxel side properly supports variable-size sprites, I would love to enable the full HGSS True Size presentation there as well.

If you know about updates regarding this, please let me know!

Also: I honestly lost track of the different Voxel implementations at some point 😅

If you're using one, I'd be interested to know:

  • Which Voxel mod are you currently using?
  • What are the main differences between them nowadays?
  • Which one is actively maintained?
  • Which one is your favorite?

🔧 Fixes & Improvements

v2.0.0 also contains a number of smaller fixes and compatibility improvements across:

  • Overworld Pokémon
  • Followers
  • Water Pokémon
  • Sprite selection
  • HGSS sprite rendering
  • Variable-size sprites
  • Mod settings
  • Overworld Catching
  • Controller/mobile controls
  • Mod compatibility

Please keep reporting bugs and weird interactions with other mods.

There is definitely still plenty of room for improvements, additional features and better compatibility with the rest of the Gen1Recomp mod ecosystem.

Screens

Screenshot_20260812_100905_Gallery ezgif-4aa59ddb8d09f503

❤️ Credits

Huge thanks to everyone who has helped with Wilds of Kanto.

Special shoutouts to:

  • TRW — for all the sprite work, fixes, testing, continued improvements, for the collaboration, work and a lot of help
  • gamecorner-033 — for the original PokéPC / Overworld Encounters ideas and especially the inspiration behind overworld catching
  • Everyone reporting bugs, testing builds, opening PRs and suggesting increasingly ridiculous things for us to add

Thank you for continuing to test and improve the mod with us.

Wilds of Kanto v2.0.0