This Primer page is not 100% complete.

References to outside tools and pages, or mentions of the updated documentation, etc., are not as-yet finished, and will not function, or are not online at all.

This is just an early view for information and to get some familiarity with the changes; these missing pieces will be implemented soon-ish~

Introduction

Hello, everyone, and welcome to the final major update for Compass — bug fixes for a bit notwithstanding — and oh-ho, it's a big one. Actually, it's by far the largest update this project has ever had, and comes with a lot of new usability and quality of life features, on top of a major expansion of teams for story and end-game encounters to add to the game's replayability.

Some of these new features include an unobtrusive shiny indicator, optional Level Cap setting, and modifiable experience rates. Good stuff~

Oh, and performance-related and animation rates improvements.

Important : Read this First

This update makes some pretty big changes, and as such, there are some important notes to cover first.

A new save file is required.

Existing save files are not compatible, even from previous versions of Compass — you must start a completely new save file for this version.

If you attempt to load any save file that was not created on this version of the mod, the game will not load, and a warning message stating the above will be displayed.

A few quality of life additions have been added to reduce the length of the initial scenes, which are detailed in the Early Scene Skip section.


Future updates will not require new saves.

It is possible to transfer a save from Scarlet to or from Violet midway through, if, for instance, you find you prefer the other uniform or mount.

Not compatible with PKHeX.

We will not be providing a version of that tool with support for Compass.

This version makes significant changes to the save file — required for all of the new features — that PKHeX just does not like~

Not compatible with randomizers.

Compass makes so many changes and additions to the data and code in the game now that it simply will not function with randomizers.

Likely incompatible with exeFS mods.

Other mods which contain exeFS components, such as DynamicFPS and NX Optimizer, may be incompatible with this version of Compass, as it provides exeFS changes as well, which cannot be merged together using e.g. Trinity Mod Loader.

In the case of DynamicFPS, its inclusion alongside Compass is possible, but is unsupported.

If any issues arise while running Compass and DynamicFPS or any other exeFS mods together, remove those mods and try again.

If you present an issue while using other exeFS mods and have not done this step, you will be instructed to do so before any other assistance is provided, so just do that first to begin with.

Installation

This version of Compass has a different release style than previous versions, owing to the inclusion of exeFS content.


Standalone Instructions

The Standalone release is the main release of the mod, and is the version that should be installed for players who will not be merging Compass with any other romFS mod(s).

You must use the version of the release that corresponds to the version of the game you will be modding. There are no differences in terms of features, but because of the inclusion of exeFS, it is version-specific.

This release is an archive that should be extracted to your mod install location:

  • For Scarlet players — sdcard:\atmosphere\contents\0100A3D008C5C000

  • For Violet players — sdcard:\atmosphere\contents\01008F6008C5E000

If the directory does not exist, then you may create it. The game will automatically create the directory on first run, as well.

For Atmosphere players, this should not be in any containing directory.

Emulator players should use the emulator's mod install location instead of the atmosphere install, which can be accessed generally by, for instance, right-clicking the game and opening that directory. Make sure to have or create a Compass directory in this location, and put the exeFS and romFS content within that directory.

Do not use the Atmosphere install location on emulators.


Trinity Instructions

The Trinity release is an optional release method for the mod, and is the version that should be used for players who wish to combine Compass with other romFS mods.

If you're using this version, it's assumed you know how to use Trinity already~

This release is slightly different from the Standalone, as it is comprised of two components that have to be downloaded separately :

  • The exeFS content
  • The romFS content

You must use both the exeFS and the romFS downloads together, or Compass will not function properly.

Missing features, completely incorrect battles, and frequent crashes will occur.

First, download the version of the exeFS content that corresponds to the version of the game you will be modding, then extract this to your mod install location.

Then, download the romFS Trinity release. This archive is ready for processing with Trinity Mod Loader, just like previous releases of the Trinity version were.

Upon completion of the Trinity Mod Loader process, take the resulting romFS directory — not the contents within, but the whole romFS directory entirely — and copy it to the same directory as the exeFS.

You will therefore have an exeFS directory and romFS directory, if you installed it correctly.

Ensure that the romFS directory does not contain another romFS directory. It should open directly to the actual data content, such as appli, arc, and so on.

Known Issues

We are aware of the following issues, and will have them resolved in a future update.

Crash-Causing Issues

  • In a battle with the Titans, if you lose your entire team, but your ally still has multiple members left, and he loses one of them, the game will crash.

Other Issues | Quirks

  • It's possible in some very-specific circumstances for some members of your party to not get experience from normal battles with non-default Level Cap values.

    If you find that your Pokémon are not gaining experience when under the Level Cap, this has been reported to correct itself by restarting the game, or by increasing the level cap, gaining some experience (do not need to level), and then setting the level cap value back to your preferred value.

  • When no member of your party receives experience after a normal battle, the victory fanfare will not play, and none of your members will receive EVs.

    This only applies to normal battles — auto battles reward EVs according to your Options menu setting, regardless of experience earned from the battle.

  • It's possible some Pokémon might turn around during certain battles when using actions — Hisuian Typhlosion during the Lurking Steel Titan battle, for instance
  • The Battle Camera setting is forcibly disabled, and cannot be changed (this is intentional, as it is currently disabled for corrections)
  • After completing any of the Ace Tournaments, the player will be returned to the Academy lobby at a slightly awkward location
  • The new sequences indicating raid tier unlocks do not include the icon or nameplate for Jacq, who is calling the player

Performance Improvements

  • Spawn optimizations
  • Battle load and unload improvements
  • General lookup optimizations

Some improvements have been made which will positively affect the game's performance — With limited impact and in specific situations. While nothing will beat just simply throwing more hardware at the problem, this update will improve on a few minor areas of annoyance.

These changes won't lead to Switch 2 performance — They're primarily just to replace or improve on poorly implemented systems and even out some of the more notable framedrops.

There are no intentions of implementing deeper level performance changes.

Optimized Wild Spawns

This version includes a completely reworked spawn function system. This includes an entirely new core logic and notably superior lookup method across the whole process, bringing much-needed optimizations, resulting in (a little bit) better performance and smoother player experience.

As such, there will be fewer microstutters / framedrops while roaming the world. While this won't completely eliminate and significantly improve maximum framerate, it will keep it more steady.

The reworked code does this while also increasing the number of and rate of wild spawns and still improving performance (see Wild Encounter Changes for details on the rest of the changes the rework results in).

Spawn Point Corrections

Many spawn points have been corrected, especially in Paldea, such as removing many that were inside of walls, beyond bounding boxes, outside of the world space, etc. — the game still does all of its normal spawn filtering on these points, even if the result is something that isn't interactable, which can lead to missed spawns and additional performance overhead.

Some areas also had a significant amount of essentially-overlapping spawn points, or incredibly high-density clusters, which have been thinned out to make spawning a touch more consistent and less prone to heavy calculation in one specific location.

This update reduces the number of these types of spawn points, marginally reducing spawn overhead — thousands of points have been removed and adjusted.

This has an additional benefit of reducing false-positives for the shiny indicator and notices, because spending a lot of time chasing down a shiny that actually spawned inside a world object or otherwise out-of-reach ... sounds awful.


Beyond just fixing spawn points, this update includes new spawn points, specifically to improve the rarity of certain biomes by adding a few additional spawns of the same type in the same vicinity as appropriate, or extend some of the spawn points to areas of the world where it would make more sense for them to exist in.

This will be pretty much invisible to the player, but it does result in better adherence to the design decisions behind certain species in certain areas, and should help improve variety in some areas marginally.

Does mean that some spawns, which were always intended to appear in certain locations, but were removed in previous Compass patches — like Cyndaquil, around the Pokémon League Entrance — can show up where they were originally planned to be.

Battle Loading and Unloading

Included is an improvement to the way the game loads and unloads battle data.

With the method originally used by the game, battle data loading times increase linearly with additional trainers, which is a problem, considering this update has ~330 different trainer teams and a further ~60 new trainer battles, an almost 60% increase from vanilla's total.

So we replaced it.

Overall, this will marginally reduce the framedrops when a battle starts and when it ends, though it will not eliminate it entirely — There is just a lot going on here.

Various Other Optimizations

Compass now also replaces the sorting method used in several places throughout the game, which will help to reduce overhead in areas where a lot of data is loaded continually.

This will help to ease some of the framedrops caused by over-long array parsing, generally reducing stutters.

The trade-off being a minimal increase in game loading time.

These performance tweaks are integrated into Compass, designed around new functionality or features, or are experimental, and will not be released separately or made available to other projects.

Visual Improvements

  • Animation rate improvements
  • Improved LODs integrated
  • New color profile option
  • New settings in Options menu for configuration

Compass includes some basic visual improvement options in this update, such as getting NPCs and world objects to play at your current framerate instead of drastically reduced rates, and enabling higher LODs throughout.

Compass has always prioritized gameplay changes over visual and cosmetic ones, but we frankly just got sick of watching NPCs and Pokémon at 1/4 or 1/8 framerates, and wanted a simple-ish fix. The changes here may not be completely comprehensive, and a few objects in the world aren't affected by this method, but we consider it an improvement over base game all the same.

This does not include any delta time changes, meaning that, like in vanilla, game speed is tied to the current framerate — the game is designed to run at 30 FPS, so on framerates lower than that, the game speed will be reduced, and at framerates above that, game speed will be increased. Compass does not change this behavior.

For users running Compass with certain animation rate and/or game-timing mods, e.g. DynamicFPS, the animation rate and LOD settings here will likely be ignored and superseded by that mod's changes.

Animation Rate Settings

In this version of Compass, you can now improve the frame rate / animation rates of all the background objects that commonly have low animation rates and appear choppy from the Animation Settings option — This change affects world objects (e.g. Artazon windmill), NPCs (e.g. crowd and static people, non-interactable Pokémon), and wild Pokémon.

Gone with the 4 FPS school children during the classroom introduction scene, and similar.


Disabling and enabling can be done at any time without any impact on the game. Leaving and reloading the immediate vicinity will result in the changed animation rates applying to the wild Pokémon.

Keep in mind that using improved animations rates has a performance cost and can potentially reduce framerate. In our experience, this is minimal or outright unnoticeable in nearly all situations.

As such, the default setting is enabled.

Animation rates also govern the in-between frames that manage angular position and so on. As such, using reduced animation rates will cause jittering on distant wild Pokémon.

LOD Settings

The LOD settings applied to models can be changed to some extent now, as well, through a few LOD options — Wild Pokéspawn LODs, Static NPC LODs, and Wandering NPC LODs.

By changing these values from vanilla to High (LOD0), the game will only attempt to use the LOD0 for every model of the relevant category, essentially causing all models of that type loaded after this setting has been saved to use the highest quality version.

This only applies to newly loaded models — existing ones are not changed. You will need to reload the area for the changes to start taking effect on entities in the world. Leaving the area to cause the Pokémon to despawn and re-populate, or going into / out of the Academy or a Gym building will work, for instance.

Reducing LOD settings can result in slight performance improvements, especially if the Increased Poké Population setting is set to a higher value than default. The tradeoff is a lower quality model.

LOD settings are forced to best settings during battle, though camera distance can result in lower LODs appearing. This is vanilla behavior, and overrides the above settings.

LOD settings are not preserved between game loads for safety purposes — The settings will need to be re-enabled on each game load.

New Color Profile

A new setting in the Options menu, Color Profile, will override the game's default color profile shader with a customized one.

This is a relatively simple tweak that we think makes for a better visual experience. The shadow colors, contrast, saturation, and tonemapping have been adjusted — like a mini-ReShade setting to make the game pop a bit more.

It results in a bit more contrast and a bit more vibrancy, but targets specific color ranges to keep it from going overboard. Shadows are darker, and the grey wash is reduced, while highlights have a touch more oomph.

This can be enabled and disabled at any time — by default, the setting is disabled.

There is no performance change with this setting enabled.

Early Game Scene Skips

An interaction message will display at the beginning of certain sequences in the early game, allowing the player to choose if they would like to skip that particular sequence.

Since this update requires a completely new save, this feature was added to get through a couple particularly cumbersome scenes, considering many players have already played through the game and/or Compass previously.

The scenes with a skip option are :

The Cliffside at Poco Path

Walking up Poco Path triggers the sequence, and this will skip: the beach sandwich-offering scene → the slow walk through Inlet Grotto → the introduction battle to Arven → and the lighthouse scene with Nemona. This will place you near the PokéCenter.

The Academy Sequence

Starting from the time you walk into the school for the first time, this will skip: the lobby introduction → the first class with Jacq → the staff room meeting with La Primera (Victory Road start) → the cafeteria scene with Arven (Path of Legends start) → the director's office meeting with the Professor → the dorm room → the Treasure Hunt start sequence. This will pick back up at the end sequence and the beginning of the Treasure Hunt beginning — this sequence has been extended slightly with a few new lines as well.

Early Teal Mask

Beginning right after the first battles in Mossui Town, this will skip the community center introduction → the signboard task introduction. You'll be placed in the group outside the center, ready to select your orienteering partner, leading to the battle against Kieran.

The skip message will only display once, and the player selection is set to do not skip by default, so be mindful to not rush.

There are no intentions of adding skips to other sections — Compass is not about facilitating a rush-to-the-end playstyle, after all.

All items and emotes that would be obtained as part of the scene are given to the player at the end of the skip.

Shiny Indicator

  • Persistent visual effect on wild shinies
  • One-time additional visual effect on wild shinies
  • Text notification popup on shiny detection
  • Audio cue on shiny spawns
  • New settings in Options menu for configuration

We've included some unobtrusive shiny indicator functionality, which applies to wild spawned encounters as well as fixed encounters.

Now, when a shiny has spawned in the player's vicinity, a message using the in-game notification popup system will display, which will inform the player of this event, along with a unique jingle.

And to help make finding some of those particularly tiny or minimally-distinct species a little bit easier, they will also have a persistent, simple sparkle effect playing around them, and when they spawn, an additional effect plays briefly.

Additionally, when out of range of the shiny, and it has despawned, a notification message will appear to let the player know the shiny cannot be encountered any longer — no need to frantically roam the area looking for it if it's not there~

The event encounters use a different spawn structure and battle setup, and thus are not able to be indicated by this system, since they are not determined as shiny until battle start — As such, they can only be identified as shiny by entering into battle with them, at which point the normal in-battle shiny indicators will occur.

These would be those static encounters that you must interact with directly, rather than via your Pokémon or colliding with them (e.g. the Snacksworth legendaries, Former Titan battles).


The Options menu has a new setting, Shiny Notification, which determines how the shiny notices and in-world shiny particles are presented.

The default setting is spoiler-free, which won't indicate which species has spawned as a shiny, but this can be changed to full, which will display the species name in the notification.

If set to Vanilla (Off), there will be no notice displayed, audio cue played, or particles applied.

Capture Bonuses

  • Skewing of RNG for improved IVs
  • Hidden Abilities available
  • Bonus shiny roll
  • New option configuration

To reward players for participating in the core capture gameloop, and ease some of the RNG demands for getting high-value Pokémon from the wild, we've added a new feature which will track how many of each species (form-independent) the player has captured, and provide some rewards for doing so.


Improved IVs: RNG Skewing

Compass will now skew the IVs of each newly-captured species slightly upward toward the 31 maximum as the player captures more of that species. Any form counts toward that species' total.

Every few captures of a specific species will improve the strength of this skew — Increasing the minimum value that each IV can be randomly selected as, slightly, adding that value to each IV roll based on how many of that species the player has captured. This skew is applied to all future captures of that species, resulting in notably higher average IVs.

Only up to a point, though — The player will receive the maximum reward of a 12 IV minimum increase once they've caught 25 of that species. At this point, for instance, all further captures will result in having all IVs randomly determined (as usual) between 12 and 31, up from 0 to 31 in vanilla.


Hidden Ability + Shiny Bonus

Upon capturing 25 of a species, all future spawns of that species have a 25% chance that they will have their Hidden Ability (if applicable).

Additionally, a bonus will be applied to all future spawns of that species, giving the player one additional shiny roll chance.

This shiny roll chance will stack with all the other shiny roll increasing effects, but does not apply to raids or the fixed encounters.

As of version 2.1.1.0, these bonuses do apply to both raids and fixed encounters as well as event encounters.

Raid encounters always have an opportunity to have their Hidden Ability as of version 2.1.1.0, regardless of your current Capture Bonus status.

This only occurs once, and there are no further rewards for capturing more of that species, as the system stops tracking additional captures at this point.

A popup message will display indicating this point, so if you're farming out captures to get to this point, you'll be notified when you've caught enough to get these benefits.

Auto Battle Rewards

  • EV gains on Auto Battles
  • New Options Menu setting

A new setting is available in the Options menu that allows you to disable or enable Effort Value gains on successful Auto Battles — the Let's Go or for Synchro Machine mini-battles — Auto Battle EVs.

With the setting on either Party (the default value), or Leader, your Pokémon will receive EVs after defeating other Pokémon in Auto Battles. These values match what you would normally get from defeating that Pokémon in a random battle.

While this setting is enabled, the Let's Go / Synchro message indicating the status of the Auto Battle completion is replaced with a new message showing the EV gains from that Auto Battle instead.

While the EV gain option is disabled, the normal message will display.


With the setting on "Party", then all members of your party will receive the EVs on Auto Battle completion.

With the setting on "Leader", then only the Auto Battle participant will receive the EVs.

The EV-increasing Power items do not increase the rate at which you gain these EVs — Many Pokémon can be defeated in these modes very quickly, making for very fast EV gains.

Status Screen Update

  • More data in the Summary
  • Additional Friendship display

A few more informational components have been added to each Pokémon's Summary Screen.

Exact values for the base stats instead of the largely-meaningless relative approximation presented previously. One less out-of-game lookup for information that should frankly be present outright.

Totals for the Pokémon's BST and for their EVs → For a quick and abstract view on the overall strength of the Pokémon and how far along in your EV training you are.


Additionally, the current Friendship value of your Pokémon can be seen on the Summary Screen, in the bottom-left.

A color-coded ♥ icon has been added, as well, which first appears when at 220, and then changes at 255.

Experience Rate Options

  • Set experience rate to varying amounts
  • Exp. Share disabling option
  • Picnic experience gain disabling option

New options have been added to allow players to modify experience rates and related settings to better tailor their progression rate to personal taste.

Battle Experience Rate

Experience amounts from battle can be modified from the Options menu, with selections that range from 0%, completely disabling experience gains in these battles, up to 150% (the same as the vanilla value while holding an Exp. Charm).

This change applies to Let's Go and Synchro Machine battles as well as all battles which reward experience (such as raids or some story battles), and is available from the beginning of the game, with no unlock requirements.

The recommended value for Compass is 60%, which is the default value.

The Exp. Charm item has been made irrelevant with this update, and does not function. The value used above will override this item's bonuses; we will not be adding options which increase this rate beyond 150%.

The Exp. Charm is still added to the player's inventory — now, this is done in an early cutscene, instead as the first Ogre Oustin' reward. The Ogre Oustin' reward has been replaced with 5x Rare Candies instead.

This setting only affects experience gained from battles which normally reward it — Candies are unaffected.

Exp. Share

The Exp. Share feature can now also be disabled. This is independent of the experience rate gains.

With Exp. Share disabled, only Pokémon that have participated in battle will be given experience.

The default setting for Exp. Share is enabled, same as vanilla.

This applies to Let's Go and Synchro battles as well, so only the Pokémon that did the simple battle will gain experience if Exp. Share is disabled.

Picnic Experience

Picnic Experience gains can be disabled, for those who like to be very particular with their experience gains / level limits and don't want that accidental / overlooked smidgen to make a mess of it.

The default setting is enabled.

Picnic Experience is applied to all team members, regardless of the Exp. Share setting — If enabled, all team members will be given experience, and if disabled, none do.

This obeys the set Level Cap value (see this section on the inclusion of the new Level Cap feature) — None of the team members will gain experience if it would take them over, or if they are already over, the set Level Cap value.

This has no impact on Friendship gains in picnics.

Level Cap

  • Flexible Level Cap setting
  • New Options menu setting
  • Candy over-use protection

In the Options menu, you can now set a Level Cap value, which ranges from 1 to 100 — 100 is the default.

With the setting at 100, effectively, there is no Level Cap applied.

If you want to disable the Level Cap feature, set the cap to 100.

For any other setting choice, your Pokémon will no longer gain any amount of experience from any source (battles, Let's Go / Synchro, picnic, or Exp. Candies) that would take them above the minimum amount of experience required to hit that level, and they will not receive experience at that point until the Level Cap value is increased in the Options menu.


Additionally, some user-protections have been implemented for the Experience Candies —

When attempting to use any Exp. Candy on a Pokémon, you will only be able to select up to as many as necessary to hit your Level Cap for that type of candy, and no more.

If you use a type of candy that would exceed the amount of experience required to reach the Level Cap, or any higher level, you will only receive as much experience as is required to hit the minimum value of your current Level Cap. So, don't go throwing XL Candies at your Pokémon if an XS would suffice~

Attempting to use any Exp. Candy on a Pokémon that is already at its Level Cap will display the "It won't have any effect" standard error message, and not use the item.

The Level Cap setting will not change the level of any of your Pokémon, so you can increase or decrease whenever you would like.

This setting does not affect your Obedience Level Cap in any way.

This does mean that Pokémon at a higher level than the selected Level Cap can be used in battle, with the same general restrictions of vanilla Obedience rules.

New Trainer Battles

  • Multiple teams for major story battles
  • Repeatable battles expanded with battle style options

In addition to the Ace Tournament reworks (see this section for details), new trainer teams have been added to greatly expand replayability for both story-focused replays and as well for end-game content.

Also of note, the early Blueberry additions bring even more all-new trainer teams to face off against.

Story Trainers

Starting with the battle against Nemona at the entrance to Mesagoza, all of the story trainers will have at least two teams, with most having three total options, that will be selected from — resulting in the battle potentially being different in subsequent playthroughs.

This applies to Gym Leaders (story and rematch circuit both), Team Star leaders, the Elite Four (Paldean and Blueberry both), and rivals or other major story trainers across all stories.

Some of the existing teams for these trainers were adjusted, with some being notably reworked to better fit the increased variety across all of their team options.

The team choice for each trainer is deterministic for each save file — If the player loses or resets the battle, upon re-entering the battle, the team will be the same.

Team Star Rematches

The end-game repeatable rematches against the Team Star leaders have been expanded upon greatly, similar to the story trainers. The biggest difference is that the player can choose which battle style the match will be using — singles or doubles.

Each trainer has multiple teams for each style, making for six different encounters for each trainer.

Additionally, these trainers can Terastallize any of their team members, not just the final one.

Unlike the rest of the multi-team trainers, the team chosen for the battle against these leaders is not deterministic, so repeat battles can result in potentially different teams.

There are 30 battle teams that can be faced across all of these trainers.

League Club Room Coaches

The endgame repeatable battles against the special coaches available to be invited to the League Club Room have also seen changes in the same sort of manner.

You'll be able to select the battle style, either singles or doubles for that fight, or let the choice be made at random.

Similar to the Ace Tournament, these coaches also have different teams for each style, and multiple teams available. Which team is chosen is randomly decided each time you battle them, so you will not know what's coming strictly speaking — but they're all designed with general theme in mind and meant to have the same level of difficulty as the previous battles against them, so it won't be too much of a surprise.

Overall, this portion of the update adds 330+ new teams and over 1900 different Pokémon to battle against across the whole playthrough. (Not counting those added by Early Blueberry.)

For comparison, this is ~16% more Pokémon that have been added just this update than the total number of Pokémon across all trainers in vanilla Scarlet and Violet, combining both base game and DLC content.

Ace Tournaments Rework

  • Battle style choices
  • Multiple teams for each opponent
  • Random elements added to battles
  • Rewards reworked

There are three Ace Tournaments in the game. For the sake of simplicity, they'll be referred to as the "first", "second", and "third", based on their availability :

The first is available after finishing the Gym Rematch Circuit portion of the post-The Way Home story.

The second is the repeatable version that unlocks immediately after completing the first.

The third is a repeatable version which only becomes available after the completion of Indigo Disk's full storyline.

The repeatable Ace Tournaments are changed significantly in this update, giving even more late- and post-game repeatable content. This is just for the second and third tournaments; the first is unchanged from version 2.0.7.1.

All cases where the player can end up facing any opponent in a Doubles-style battle have a crash-prevention check in place, displaying a warning to the player and preventing the event from starting — Doubles battles require two battle-capable Pokémon.

New Ace Tournament Rewards

Beyond just being a great source of Pokémonies, providing around 80,000₽ each tournament completion, the second and third Ace Tournaments also provide rewards for successfully completing them. In vanilla, these are usually a single Mint or a few random Tera Shards, the occasional Apricorn ball, and some team-building items.

Because of the significantly-increased monetary reward obtained for each fight, simple purchaseable items have been removed, including the Mints and Vitamins.

Instead, the player will be rewarded with five items taken randomly from the following sets:

  • Commonly — One of any TM in the game
  • Rarely — A few of any of the Apricorn balls
  • Very rarely — A Master or Beast ball

Second Tournament

When interacting with the NPC to initiate the tournament, the event has been modified to include a new option — the player can now select whether they would like the entire tournament to consist of singles or doubles battles, or if they would like the choice to be random, resulting in potentially singles or doubles battles in the same tournament.

Every opponent in this tournament has a unique team specific to that battle style, including AI changes to ensure the doubles battles are using their actions properly.

Third Tournament

Way More Teams

Similar to the second tournament, talking to the NPC to initiate the tournament allows the player to select whether they want the tournament style to be singles, doubles, random, or chaos.

Random simply chooses either Singles or Doubles for all battles, while Chaos is Singles or Doubles chosen randomly for every fight.

And like the second tournament, each opponent has teams for the different styles — but to add on that, this version of the tournament further expands on those, giving every opponent additional teams for each style they can pull from.

All of the teams have different strategies, usually entirely different Pokémon (though some trainers have a strong preference for their thematic partners), movesets, held items, and so on. They are, however, all designed to be approximately the same range of difficulty.


Extra Replayability Features

To expand on the replayability of this content, new features have also been added to the fights :

The trainers don't always use the same "ace" in each battle. This results in them making different choices and using different strategies to determine which Pokémon to bring into battle, making for a slightly different fight even compared to other bouts against this trainer with the same team.

They may Terastallize their first Pokémon in battle, or save this for their "ace" at the end.

Sometimes, weather effects or other special conditions will be applied to the battle at the start. These count as environmental weathers, so cannot be overridden in-battle by the trainers — natural weather may still occur in the middle of the fight, but will return to the random-set weather once that weather has run its course.

Overall, for this set of features, 60 total new battle teams were added to face off against in the repeatable tournaments. That's a sizeable 360 new Pokémon which were made for this expansion.

Wild Encounter Changes

  • Faster spawns
  • Better spawn region selection
  • Increased spawn range
  • More spawns in the world — with selectable settings in the Options menu
  • Modified group spawn structure
  • Random wild terastal battles

In addition to the performance-related changes for wild encounters (and largely because of those performance gains), other changes have been made to the behavior of the spawn system itself.

Spawn Setup Changes

Changes have been made to the range and to the amount of encounters that can spawn.

The range of Pokémon spawns has been widened, so spawns will appear at a further distance from the player, and will be visible in a wider range around the player.

This also means that Pokémon will not despawn as quickly, allowing the number of nearby encounters to be higher than vanilla, and looking for a specific spawn in the local vicinity is more forgiving.

Spawn Behaviors

Changes to the way the spawns are distributed have been made, resulting in fewer spawns that appear within very close proximity to the player, particularly if you're on your mount.

So now, instead of random positions when wild encounters spawn, the selection point is biased away from being immediately in front of or behind the player — instead, spawns will appear a bit more frequently around the front-facing area and the sides.

While spawns can still appear in the player's direct path, it's less likely.


Group and boss-group spawn types have also been changed, such that they do not spawn in a perfect circle arrangement every time, and instead will spawn in a more immersive, more-random pattern.

Increased Poké Population

A new Options setting has been added, Maximum Pokéspawns, which has a few choices to increase the amount of Pokémon that can be spawned at any time.

The vanilla value for this is 15, which is, because this can affect performance, also the default value.

Other options allow for 20, 30 (the recommended value), or 40 spawns.

Increasing the number of entities on-screen will result in reduced performance, so using this setting at higher values is recommended only for overclocked devices or on sufficiently-powerful hardware if emulating.

The inclusion of this feature means that our previous mod, Increased Poké Population, is no longer to be used in combination with Compass.

Wild Terastal Encounters

There is a small chance that any wild encounter will begin the battle by Terastallizing.

There is no indicator that this will occur — fixed encounters that will Terastallize will still do so; no changes there — and the Tera type of the encounter may differ from their default (which will be their standard type, or one of their types if they're dual-typed).

Just like the fixed Tera encounters, these wild encounters cannot be caught immediately — their HP needs to be brought down to the red (20%), and they cannot be defeated while above red HP by any single attack.

A wild Pokémon that Terastallizes is handled in a deterministic manner, so fleeing / resetting the battle will still result in that Pokémon Terastallizing.

Upon completion of the game, there is a very small chance that the wild Pokémon you encounter can Terastallize with the Stellar Tera type.


One-shot Protection for Shinies

All wild shiny encounters, whether fixed or spawned randomly, will Terastallize at the start of battle.

This change does mean that shiny encounters will be marginally more challenging, and cannot be caught immediately, but it also means they cannot be one-shot, and must be brought down to a low HP value, which will improve the capture rate inherently.


Additionally, wild Terastal battles have improved AI and so will be a bit better at targeting your weaknesses, and the Stellar Terastal battles are improved even further, making them a fair bit more aggressive.

This is to help break up the monotony of the random-action AI, and make these special encounters more impactful.

Fixed Encounter Adjustments

There have been quite a few changes to the fixed encounters, primarily focused on the DLC areas.

The levels of many Teal Mask and Indigo Disk fixed encounters have been changed to have a more consistent pre- and post-game experience. This results in multiple encounters only becoming available post-game, since the species would not be available at the levels of the earlier version.

Some of the otherwise out-of-range levels of fixed encounters have been reduced to fit in with the rest of the region more appropriately.


Some of the Stellar fixed encounters found in the Terarium after the completion of the Indigo Disk story have had their evolutions changed up if they were not their final evolution — this includes those that have an unusual evolution method.

All of the Stellar encounters can also have their Hidden Ability.


Some of the stats for the fixed encounters have been increased, with many of the encounters being upgraded to 'strong' ones, having four maximum IVs and potentially having their Hidden Ability; these will be a bit higher level than the rest of the Pokémon in the area, and will require an additional Gym Badge to control, but are quite strong.

New Encounters

This is only for versions 2.1.1.0 and above.


Added Fixed Encounters

Some Pokémon — Ogerpon and Terapagos — were not available to be shiny hunted, since the only way to capture them was through the story battle, and because of the unusual way these battles are handled, meant those captures could not be shiny.

Now, some new fixed encounters have been added, which are not shiny locked, enabling them to be battled and captured repeatedly, with the possibility that they can be shiny.

Pecharunt, which normally can only be captured once, also has a new respawning fixed encounter.

Additionally, because of some of the changes to the Pokédexes this update that shifted some species around, it was possible to be unable to 100% complete the Paldea Dex without access to the DLC — Subsequently, new, non-shiny-locked, repeatable fixed encounters have been added for all of the special Paradox Pokémon.

The upcoming documentation update will contain an updated map for spoiler hints, but for now, the following spoiler section can point you toward them.

Fixed Encounter Location Hints

Ogerpon can be found after completion of the Teal Mask story somewhere in Fellhorn Gorge.

Terapagos will show up after completing the Indigo Disk story, and can be found far below in the Underdepths of Area Zero.

Pecharunt's new encounter, which becomes available after completing the Epilogue content, is somewhere nice and quiet in the southern side of Mossfell Confluence.


Walking Wake, Gouging Fire, Raging Bolt, Iron Crown, Iron Leaves, and Iron Boulder are all found in Area Zero, and all require the completion of The Way Home before they will spawn.

Walking Wake can be found in a rocky river, overlooking the crater to the lower level, far to the east of the landing spot.

Gouging Fire is near a Tera-affected tree in a grassy field, far below a very tall waterfall, south and east of the landing spot.

Raging Bolt is on a small ledge very near the highest point in Area Zero, near some calm water just north of the landing spot.

Iron Crown can be found surveying the last remnants of some mysterious ruins hidden in a cave, somewhere around Research Station #3.

Iron Leaves may be resting near a Tera-affected tree, found atop a large open platform, visible from the landing spot by looking southeast.

Iron Boulder is hiding away in a large cave hidden in the mist of a tall waterfall, which can be accessed by dropping down with the waterfall just immediately north of the landing spot.

Reworked Boss Encounters

  • Reworked Titan and Loyal Three battles
  • New features for major event battles
  • Modified boss-like HP gauges

Reworked battles, new effects given to many fights, massive stats changes, UI modifications, external modifiers — plenty of components that make for notably different battles than previous versions.

Titans and Loyal Three

Their movesets, abilities, held items, and so on, will remain largely the same, with some adjustments to limit them to or better match the appropriate capabilities of such a Pokémon at the level of the recommended encounter, since some of their levels have been adjusted — And in the case of the Titan battles, there's a significant boost to their capabilities in the second fight, where they are empowered by the Herba Mystica.

Most notably, however, is that all of these Titans and Loyal Three battles will have significantly more HP, making much less-likely for a player at that recommended level point to one- or two-round some of them.

And their AI has been improved. They'll all be more adaptable to your team choices, and further into the game, even further so, with a stronger preference for capitalizing on type advantages.

In exchange, they see slight reductions in other areas so the player is not just enormously stat-checked, but the fights can still be quite threatening — Good thing you have a partner and can bring a full team.


The Former Titans, available after the defeat of the Titans in the story, have also been adjusted in a similar, though less significant, fashion.

The levels of these encounters and their base stat and EV setup have been adjusted to be a bit more appropriate.

The Former Titan battles can be captured, once defeated, but are designed to be one badge of requirements ahead of the current expected progression-point — these encounters have quite high base stats and a handful of EVs (alongside their unique mark).

Additionally, they have the boss-like large HP gauge across the top of the screen, instead of the small bar near the Pokémon itself.


The capturable Loyal Three battles have much the same changes as the Former Titans, including stat adjustments, the boss HP gauge, and require defeat before they can be captured.

Improved Ruinous Quartet and Legendary Encounters

All of the major story / event battles, such as the Ruinous Quartet, the Snacksworth legendary battles, the major boss encounters of the Perrin stories, the box legendary battles in Area Zero, and the major story battles such as the DLC bosses, have all had new battle features added.

They've been given changes to their stats, including increased HP, and boosts to prominent stats to synergize with their moveset or battle capabilities.

The movesets of the Snacksworth Legendaries have also been completely overhauled this update, giving them a bit more distinct flavor and type coverage.

Like the Titans and Loyal Three, all of the Legendary encounters have also had their AI bumped up a bit, and are now notably less random in their move selections.


For the case of the non-story battles, such as the Ruinous Quartet and Snacksworth legendaries, they've also been given the improved AI settings, the boosted HP and other stats, the boss HP gauge, and require being defeated before they can be captured — on the other hand, these are guaranteed captures once you win.


New Battle Effects

In addition to the basic changes listed above, many of these battles also feature new weather and terrain effects, applied at the beginning of the battle.

These weathers also include primal weathers — Drought, Heavy Rain, and Turbulence — for a few fights.

Weathers set like this are intentionally unable to be overwritten in battle, so best find a way to work around the strengths they can afford the encounter they're associated with.

New shader profiles and particle components were created for these special weathers to make them stand out and be more interesting.

In some cases, for a few notable fights, some new visual effects have been applied as well in addition to atmospheric changes, such as changing the time to specific points.

Overhauled Starmobiles

A quick once-over on the Starmobiles, as well — those with major weaknesses didn't have enough either power or ways to be threatening in some other manner, making them much less memorable than they should be.

As such, they've been generally-buffed, and some have had ability and movesets changed.

BST values mentioned below are relative to previous Compass values — across the board, Compass Starmobiles are stronger than vanilla ones, but were still generally underwhelming.


Segin Starmobile (Team Dark)

Its effective-BST increased by 12.5%, distributed rather evenly.

A couple of its moves have been replaced, to prevent it from getting stuck in a remarkably abusable AI pattern. Gone with Shift Gear spam, hooray.


Schedar Starmobile (Team Fire)

Its effective-BST increased by 12.5%, giving it more power and speed.

Its ability has been changed to fit changes to its moveset, and will help it get out of hand if not managed.

A couple of its moves have been replaced, to give it better type coverage and a little more versatility, adding more threat for its ability to ramp.


Its effective-BST increased by 18.75%, distributed fairly evenly.

Its ability has been changed to offset its biggest weakness (slightly).

Its moveset has been significantly changed, to give it better type coverage and make its theme more apparent.


Ruchbah Starmobile (Team Fairy)

The Ruchbah squad in general has had its position in the main progression changed, and so is meant to be tackled a few levels earlier than in previous versions.

Its effective-BST increased by 5%, with slight distribution changes to give it a little bit more offense (but just a little).

Its ability has been changed to facilitate a different strategy.

Its moveset has been tweaked, fitting that change in strategy, and a bit better coverage.


Caph Starmobile (Team Fighting)

Only slightly changed — Replaced some redundant type coverage in favor of a nominal amount of utility.

Early Blueberry Academy

  • Modified wild encounter levels
  • All-new lower-level teams for trainers

You can now journey to Blueberry Academy as soon as it's unlocked normally in the story (this has not been changed) — But now, you won't be absolutely curb-stomped by a level 90 team right away and find only late-game Pokémon and trainers.

Instead, Blueberry will utilize a setup similar to how The Teal Mask DLC is structured — Going to Blueberry prior to the completion of The Way Home will result in one setup for wild and fixed encounters and trainers, and going post-game will be largely unchanged from the way it currently is in Compass.

All of the wild encounter spawn rules have been modified, to ensure that only level- and progression-appropriate species will appear in this early version. As such, many of the evolved versions of wild species cannot be found in the wild until the completion of The Way Home.

Similarly, the fixed encounters have been adjusted to match, while some have been locked behind The Way Home completion as well (not many, though).

The wild trainers also have an entirely-new team, appropriate to the general level range of the region, so you can take on any trainer you'd like, if you're hungering for experience points or just want to do some doubles battles. And with the addition of the trainer reset capability, there's no worry about locking out the post-game version of any of these wild trainers.

The raids in Blueberry have not been changed (beyond matching general changes to raids this update), but now there will be a good opportunity to take on these lower level raids for specific species.

The progression of Early Blueberry is similar in construction to how Compass handles The Teal Mask :

Each region corresponds to a stage in the main story progression (with a color-coded boundary, same as both Paldea and Kitakami (new in this version~), and the wild/fixed encounters and trainers will be appropriate for the expectation of player's overall strength for that point.

The range of the Terarium encounters are from soon into the Treasure Hunt (before the first Gym) and up to "ready to tackle the third Gym" status.

The story of The Indigo Disk is unchanged, other than the first fight in the introduction sequence — You will not be able to progress the story after the initial sequences until you have completed The Way Home and the story of The Teal Mask. The game will notify you when you have reached this point, if the requirements have not been met.

Going into Blueberry Academy early will not impact your ability to progress later; go whenever you'd like~

Changes to Raids

  • New unlock points
  • Changes to fought and caught levels
  • Better AI applied at earlier stages
  • Rewards changes

Most of the changes to the raids for this update are focused on the changed points at which the raids unlock — which is earlier than before, for all tiers except the final.

Because the 2★ raids, 3★ raids, and 4★ raids can be encountered earlier than before, the difficulty of the battles and the loot rewards have been changed to match — and starting at 3★ raids, the raid encounters will start using better AI with less random move selection (rather than this being limited to 6★ raids and 7★ raids only, as in previous versions).

The stats and movesets of these early- and mid-game raids are largely unchanged, though their battle levels have been adjusted appropriately. This will marginally increase the relative-difficulty of 3★ raids, but they are still moderately-low difficulty on the whole.

Raid allies have had their levels adjusted to match (and species that can't have evolved by that point changed to the appropriate evolution), so they won't solo these raids.

Raid Progression Changes

The points at which the various raid tiers unlock have been changed, and new sequences have been added to inform the player of the raid tiers changing.

Every time the player unlocks a new raid tier, they will receive a call from Jacq indicating an increase in Terastal energy that's affecting the raids. These calls are new and specific to Compass, to better indicate the player's progression and access to new raid tiers.

The severity of the energy's effect on the raid dens increases, resulting in more powerful Pokémon taking up residence in the dens.

Raid Unlocks and Tiers
Tier Unlock Point Raids Available Capture Level
First At the start of the Treasure Hunt
Same as vanilla
1★ 20
Second Completion of the second Victory Road Gym
Down from third Gym
2★ 30
Third Completion of the fourth Victory Road Gym
Down from seventh Gym
3★ 40
Fourth Completion of the seventh Victory Road Gym
Changed from completion of The Way Home
4★ 55
Fifth Completion of the first Ace Tournament
and completion of Jacq's request
You must complete ten 4★ raids after Jacq's call
to unlock this tier.
4★ (rarely)
5★ (commonly)
6★
7★
55
70
70
75

Unlocking the 6★ and 7★ raids

Getting access to the black crystal raids has not been changed this update, but some of the dialogue regarding their unlock has been tweaked, just to try to make the process more obvious.

Upon completion of the Academy Ace Tournament, the player will receive a call from Jacq, requesting the player go investigate ten of the raids out in the world.

The dialogue for this call has been changed slightly, so it specifies the completion of ten of the raids that Jacq had previously (through the additional phone calls added by Compass) defined as being "high-energy" — the 4★ raids.

Upon clearing ten 4★ raids after this call, the player will receive another call, with a warning from Jacq to avoid the dangerous black crystal raids.

The dialogue for this call has been changed to include new lines indicating that even the "normal" raid dens (all non-black crystal ones) are seeing more dangerous Pokémon in them.

At that point, the player will advance to the Fifth Tier, where 5★ raids become available, and the black crystal 6★ raids and 7★ raids will begin appearing.

Once a new raid tier has been unlocked, at the end of the new event sequence added, all of the current raids will be reset, so that the new raids can populate every region.

Raid Loot Changes

The fixed and the random rewards have all been adjusted in this update, to better-suit the modified point in the progression the raids can appear in. Random chances have been adjusted, and some minor corrections were made.

Some items were a little difficult to come by when they aren't necessarily powerful — in particular, useful early-game berries.

The type-resisting berries (like the Yache), the pinch-type berries (like the Aguav), and the status-recovery berries (like the Cheri) are all available in 1★ raids up to 4★ raids now. 4★ raids are a bit less likely to drop these berries relative to the previous tiers, to avoid crowding out the other loot drops.

Team-building items have been distributed across the various tiers, as well, and loot made more consistent with the unlock point, such as increasingly-common EV Feathers, and earlier access to EV-reduction berries.

EV-reduction berries (like the Pomeg) are available in 3★ raids, same as before, but this means they're available roughly ~15 levels earlier.

A few items that were previously restricted to post-game or otherwise in very limited quantities have been added to earlier tiers: Ability Capsules are rare drops from 3★ raids and up raids now, and Ability Patches can be found rarely in 4★ raids and up raids now.

Bottle Caps become available as rare drops in 5★ raids, along with the very-rare Gold Bottle Cap

Money rewards have generally been reduced, and some items that would be made available that have incredibly high monetary value have been reduced.

Shops Changes

  • Revamped unlocks for some items
  • TM Machine lists all PokéLoot items required
  • Delibird shops the same in all cities
  • A few unavailable Rotom cases added
  • Some items' prices and sell values have been changed

Minor Shop Changes

The Neo-Kitakami Rotom Case, the Scarlet Rotom Case, and the Violet Rotom Case have been added to all Delibird Presents.

The Delibird Presents' Rotom lineups have been consolidated, and all feature the same cases, similar to the rest of the Delibird Presents lineups.

The Terastal Cap Mystery Gift can be purchased in the Mesagoza Capbourg shop.

Changes to Shop Unlock Points

Many items that were locked behind having a certain number of Victory Road Gym Badges have had that point adjusted.

Items that are listed as belonging to one shop but that can be found in other shops (such as Peachy's shop in Mossui) are also changed in the same way.


PokéMart Items

Non-potion healing items unlock after each of the first three badges in stages:

  • 0 Badges — Fresh Water

  • 1 Badge — Soda Pop

  • 2 Badges — Lemonade

  • 3 Badges — Moomoo Milk

Full Heals are available a bit earlier, after 6 Badges


Chansey Supply Items

  • Nature-changing Mints can be purchased much earlier, after three Badges rather than six, and their price has been reduced

  • Vitamins are now much later, requiring 8 Badges to purchase

  • Ability Capsules can be purchased in the shops, beginning at 5 Badges

  • Battle-boosting items, such as Dire Hit or the X items, all now require 1 Badge


Delibird Presents Items

All of the Delibird Presents shops have been consolidated, and have the same lineup in every location, including for Rotom Phone cases.

  • Power items (Anklet, Band, Belt, Bracer, Lens, and Weight) now require 3 Badges before they're available

  • Bottle Caps have been restricted to require all 8 Badges

  • Nectar items have been reduced to a 1 Badge requirement

  • The Herb items have all been reduced to 2 Badges to purchase

  • Weather Rocks now only require 2 Badges to purchase, down from four

  • Terrain Seeds become available now at just 2 Badges, rather than being post-game only

  • Some items have been moved to 8 Badges required: Assault Vest and Blunder Policy

  • Throat Spray has been reduced to 3 Badges from four

  • Utility Umbrella is now 2 Badges instead of four

  • Destiny Knots can be purchased immediately

  • Choice items now all require the completion of the Victory Road story

  • Eviolites can now be purchased after just 1 Badge, instead of being post-game, and their price has been reduced


Pokéballs

Pokéballs have been changed to unlock at specific points relative to the type of effect, rather than a fairly-arbitrary order per-badge:

  • 1 Badge — Great Ball, Heal Ball, Repeat Ball

  • 3 Badges — Net Ball, Nest Ball, Luxury Ball, Dive Ball, and Dusk Ball

  • 5 Badges — Ultra Ball

  • 6 Badges — Quick Ball, Timer Ball

TM Machine Improvements

The TM Machine now, in addition to displaying the list of all TMs, also displays the name of the items, regardless of how many you have in your inventory.

You still of course need to collect the item, but at least you don't need to look up which Pokémon you need to target to get the items to make the TM you'd like.

Changed Item Prices and Values

Some items have had their monetary value changed, either to match their availability being changed to allow access to them earlier than in vanilla (such as for Mints, or Eviolite), or because they can be obtained through other means and it's a balance decision (Ability Capsules and Patches):

  • Potions are now valued at 100₽ — Down from 200₽Fresh Water is therefore marginally more expensive, but provides slightly better healing

  • All Mint items are now valued at 10,000₽ — Down from 20,000₽

  • Eviolite is now valued at 5,000₽ — Changed from 50,000₽

  • Ability Capsules are now valued at 5,000₽ — Down from 100,000₽

  • Ability Patches are now valued at 8,000₽ — Changed from 125,000₽

The amount of money received from selling an item to a shop is a percentage of the item's total value, not the item's total value. So, when sold to a shop, the amount received will be less than the values above.

Ability Patches are not available for purchase directly — However, they can be found rarely in 4★ raids and above, or as held items on certain Blissey.

Be sure to check the changes to Chansey Supply for any additional information, such as when Ability Capsules or Mints become available.

PokéBall Change Service

A new event has been created, available via a new NPC in Zapapico — they're quite easy to spot: a Braixen near a shiny Umbreon that's also right across the way from the new location of the Better Buff Bistro — who can be interacted with to change the ball that stores any Pokémon you have.

There is a cost associated, depending on the type of ball you want to put your Pokémon into, ranging from 1,000 LP (for basic balls such as Poké Balls), up to 7,000 LP for specified balls (like the Apicorn balls), with a few, such as the Master and Beast Balls, costing a bit more.

The Braixen also provides a readout of all of the prices, which will then be stored in your Adventure Guide for lookup whenever you'd like.

Additionally, it's possible to swap your Pokémon into certain balls which are not actually available for use in-game, such as the Strange Ball and Cherish Ball. In exchange, this will cost some Herba Mystica, so best get on those 6★ raids to utilize this semi-hidden option.

Changes to the Region Maps

  • Redrawn, more accurate color-coded borders for Paldea
  • Added color-coded progression borders for Kitakami and the Terarium
  • New labels indicating wild level ranges
  • Modified labels to match the modified progression
  • Additional lines in the description boxes of the maps for recommended levels

The Kitakami and Blueberry maps have been updated to have all the same aspects that were added to Paldea, such as wild level ranges and color-coded borders.


The labels have been changed up so that the wild Pokémon level ranges are on a separate label, just below the area it corresponds to, allowing them to fit within the label size constraints more comfortably.

And because of this, the area name labels have been set back to their original values; no longer are they using truncated region names to fit all that information.

This does mean that non-locked maps can have these labels overlap if rotated to certain angles. Display limitations. ¯\_(ツ)_/¯


The description box for many story events that can be accessed on the map to get a brief overview of the current objective, also has some new lines displaying a recommended level value — These are included for some objectives that do not have any other label, and are at the top of the description itself in a different color.

This will apply to objectives such as the Gym Rematch Circuit, or the final components of the main storylines (such as the end of Starfall Street or Victory Road).

Colored Border Changes

The colored borders have been redrawn completely to be more accurate to specific region colliders, and is a bit more visible when zoomed all the way out.


Because of some of the progression changes this update, the Dalizapa Passage area in Paldea, on the south side of Glaseado Mountain, now fits in the general progression after the Lurking Steel Titan and Navi Squad on toward the Normal Gym.

The map has been updated to include this change, with a new label being added to indicate the area name, and the colored border portion of the map updated to include this passage.


The colored borders added to the progression groups on the maps of Kitakami and Blueberry were made using the same Gym colors to match the expected progression point for the story mode based on Paldea's core progression (to fit around the Obedience System and provide a consistent, if linear, route through the game).

So each grouped area corresponds to the same idea of "this whole area is in the level range of the gym leader whose color surrounds its edges", to put another way.

This is only useful for progressing through the DLC content prior to the completion of The Way Home, since it corresponds to general progression that's based around the Obedience System that no longer matters in the post-The Way Home scaled-up versions of the DLC.

Kitakami is broadly broken up into three stages, starting from around level 13 and ending at around 35, just as it was in Compass previously; the areas are bordered in Bug and Grass colors for the first and second stage of the Teal Mask storyline — the final stage of that story is not constrained to a single area, so there is no border specifically for it.

Blueberry is even more simply defined: The Savanna area is explorable up to the first Gym completion, while the Coast and Canyon areas are aimed at second Gym, and the Polar area the third Gym.

Paldea Map Labels

Labels have been changed to match changes to progression (if necessary), or to make the recommended level label more consistent with the difficulty of the encounter — A fair few of them have been tweaked slightly.

The label being changed does not necessarily mean that the encounter itself has been changed in any way; only those in the minor progression changes section have been modified.


Some of the wild level-indicating labels in a few areas have been changed, to match the adjustments to the actual wild encounter spawn levels:

  • South One is now level 3-9
  • The Pokémon League Entrance is now level 9-13

The recommended levels for the following events on the labels for the Paldean map have been changed:

The Titans

  • Stony Cliff's recommended level label reduced to 27, from 28
  • Open Sky Titan's label has been changed to a recommended level of 33, rather than 31
  • The Lurking Steel Titan's recommended level label is now 45, up from 42
  • The False Dragon's label is now a recommended level of 70, rather than 66

Team Star

  • The Schedar Squad is now a recommended level of 41, up from 40
  • The Navi Squad is now a recommended level of 48, up from 46
  • The Ruchbah Squad is notably changed in the progression, now down to 58 from 62

Victory Road

  • The Electric Gym is now level 43, up from 42
  • The Psychic Gym is up to level 54, instead of 51
  • The Ghost Gym is up slightly, to level 61, from 59
  • The Ice Gym has been increased to level 68, from 66

A few other minor adjustments to the positioning and availability of some of the Paldean map labels have been made:

  • Some minor locations (such as Cabo Poco and Inlet Grotto) are no longer visible when fully zoomed-out
  • Some positions of existing labels, such as those for the seas and Poco Path, have been moved a bit

Kitakami and Blueberry Map Labels

Labels have been added for the wild Pokémon levels of each area in the DLC regions, similar to those in Paldea.

However, both Kitakami and Blueberry (at least in Compass, in this update) have a scaled-up version of their area, with different level ranges for wild Pokémon. A simple separator arrow character (▶) indicates the minimum level of the Pokémon that'll appear post-game.

Additionally, the labels in the DLC areas have been made more consistent with the presentation used in Paldea: Certain labels would only be visible on certain zoom levels, but now, they are visible on all zoom levels.

Progression Changes

  • Dalizapa Passage now placed between Lurking Steel Titan / Navi Squad and Normal Gym
  • Ruchbah Squad now tackled prior to the Ghost Gym
  • Minor level adjustments to many major story encounters
  • Minor adjustments to some wild trainer encounters

Beyond changing all of the story trainers to have new teams, a few other changes were made that will impact a player's progression through Compass.

Major Progression Changes

Dalizapa Passage

The route from the Lurking Steel Titan and Navi Squad to Larry has been adjusted, as Dalizapa Passage is now a suitable path to take (and the recommended route, instead of flying to Porto Marinada and traveling through the lower-leveled Colonnade Hollow, which fits within the pre-Water Gym progression).

Wild and fixed encounters have had their levels reduced for the caves and grassy areas in the passage, and are now all within the 36-40 range.

All of the trainers in Dalizapa Passage have also been adjusted to match the expected progression point between East Three and West Three areas.

Proceeding into the snowy area toward the Ice Gym is dangerous, since those Pokémon are all in the 46-50 or so range. Pay attention to the levels of the wild Pokémon in the area if you venture up the mountain!


Ruchbah Squad

After the completion of the Psychic Gym, the player will start heading up into Glaseado Mountain, usually by heading out from Medali toward the Northern areas along the mountain paths — This route has been adjusted. As the player is expected to generally go along the western side of Glaseado (the eastern side is pretty much just for the minigame and is otherwise rather empty, anyway), the road will lead toward North Province Area Three, and Ruchbah Squad, which is where the player will be expected to go before heading up into the mountain.

As such, the Ruchbah fights are all reduced by 5-6 levels, with other attributes reduced down slightly to match.

The Starmobile has been adjusted a bit to match the appropriate expected stats at this new level, in addition to general move changes.

Minor Progression Changes

Some changes have been made which do not affect the player's route through the game, but will slightly impact the encounters themselves to keep things flowing more smoothly in general. This is generally owing to the quantity of experience opportunities during these sections, and to ensure increased consistency with the recommendation information provided — the ending point is still the same, but this will shift around a bit of time players will spend in certain sections to hopefully keep forward progress at a good and a bit more consistent pace.

For the most part, these changes are quite small, only usually seeing a one or two level change up or down.

The following event encounters were adjusted to better match the recommended levels provided on the game map (which have also been adjusted) or to better fit the general flow of the game:

  • The Stony Cliff, Open Sky, and Lurking Steel Titans have seen minor level changes, but this is to match the Former Titan battle for their acquisition according to Badge progression — They've seen substantial changes this update

  • The Quaking Earth and False Dragon Former Titans have had their encounter levels reduced to no longer be higher level than the Elite Four, but will still require all Victory Road Badges collected before they'll obey

  • Segin Squad and Schedar Squad — Levels decreased slightly for boss and gatekeeper. Levels slightly increased for the auto battles event

  • Navi Squad — Levels for gatekeeper and boss fight decreased slightly

  • The final two story battles in the Starfall Street storyline have been changed to be Singles, rather than Doubles

  • Nearly all Victory Road Gyms have had their levels reduced slightly, except for Larry

  • Early Gyms — Cortondo and Artazon — have had their levels reduced a bit further, to ease the early-game climb

  • Cascaraffa Gym — Now no longer considered the "end of the early-game" and has had his difficulty bumped to be a bit more into "early midgame", seeing slight stat bumps, potentially more aggressive moves, and now has five Pokémon to battle with, up from four

  • Levincia Gym — All of the battles have been changed to be Doubles

  • Medali Gym — All of the battles have been changed to Doubles

  • Elite Four — Levels have been evened out a bit better for each team


Other changes were made at less-impactful points throughout the game:

  • Every battle against Nemona has seen her team levels reduced slightly, for those that were higher than the Gym the player faces her at, to make her battles more fair for players utilizing Level Caps

    Nemona's teams see a minor stat increase for the battles at the third, fifth, and seventh Gyms, in exchange

  • Arven's team in the very first battle has been reduced in level marginally

  • Some wild trainers in South One have had their levels reduced slightly, particularly those around Los Platos and the first encounters from the lighthouse down into town

  • Wild trainers in Asado Desert and West Two have had their team levels increased slightly in most encounters, since they are quite late into that portion of that story segment

  • Most wild trainers in Paldea have had their Pokémons' stats adjusted, seeing slight or marginal increases :

    This applies to the wild trainers in all of South Province, West Province, and East Province

    West Province wild trainers see slightly-higher increases for those in Asado Desert and West Two, to help facilitate the gradual shift out of "early-game" and into the beginning of "mid-game"

  • The wild encounter levels for Pokémon in South One have been reduced to the range of 3-9

  • The wild encounter levels for Pokémon at the Pokémon League Entrance have been reduced to the range of 9-13

  • Some areas in Kitakami have seen minor adjustments to wild encounter levels, such as the southern and eastern portion of Reveler's Road, which is (rather incorrectly, unfortunately) indicated as Mossfell Confluence — These will match the Reveler's Road levels instead, with the Confluence being on the opposite side of the river and upstream

  • Levels for some of the post-story event battles for Carmine, and for Carmine the ally during the Loyal Three battles, have been increased slightly

  • The Loyal Three and Ogerpon battles have had their levels bumped to better match approximate player strength at this point

  • Every event battle in The Underdepths has been reworked with new moves, more aggressive AI, and higher stats

Quality of Life Additions

  • Shiny odds standardized
  • Shiny bonuses affect all encounter types
  • Longer sandwich buffs
  • Quicker sandwich scenes
  • Improved Soothe Bell functionality
  • Trainer reset option
  • Major event battle reset option
  • Eviolite now also prevents evolution
  • Go Bagless now enabled on game-start
  • Hats and hair — together!
  • Select your language from the Options Menu

The Eviolite item now includes behavior like the Everstone — Holding it will prevent evolution, in addition to its other effects.

The Eviolite has also been made significantly cheaper, and available much earlier in the game.


The ability to take your bag off from your outfit menu no longer requires speaking to a store representative — You can disable your bag appearance from the beginning.

The purchaseable option has been removed from the stores.


The player character now knows how to wear a hat, regardless of hairstyle. This is enabled from the start.

This does not apply to helmets; those are not hats~

Some clipping can occur, based on hairstyle and hat combination.

Shiny Odds

This is only for versions 2.1.1.0 and above.

Shiny odds have been standardized across the board — every wild, fixed, event, and raid encounter has a base shiny rate of 1/4096.

Additionally, bonuses that modify your shiny rate, such as the encounter power buffs, Shiny Charm item, or having 25 or more captures of that species (see the Capture Bonuses addition in Compass), will all count toward your shiny opportunities for every encounter that is eligible to have shinies.

The story battles against Ogerpon and Terapagos are forced to non-shiny status, owing to their unique setup. There are, however, new encounters with these added which can be shiny.

Outbreak shiny roll bonuses only apply to Pokémon spawning as part of that outbreak, and that bonus is not applied to other encounters.

These shiny bonuses do not apply to breeding, or to traded or gift/reward Pokémon.


For raids and event encounters (the Pokémon which just stand around until you interact with them, such as the Ruinous Quartet, Snacksworth Legendaries, the Koraidon/Miraidon encounter, and so on), the shiny status is determined on-battle-start.

This means that, for event battles, you won't be able to tell if the encounter will be shiny until you start combat with it — The shiny jingle will play, if it shiny, but the Pokémon's coloration will not change (due to the way these battles are instantiated).

Because the shiny status isn't determined until the battle starts, that means the Shiny Indicator cannot notify the player if it will be shiny ahead of time.

And in the case of raids, the raid Pokémon will appear shiny once you are in combat, having loaded into the raid entirely.

Raids, at least, wait until the Pokémon is fully determined before loading in the correct model, so they will have their shiny coloration if they are shiny.

Keep in mind!

For event and raid battles, if, for example, the encounter you're battling against is a shiny, and you lose or retreat, then re-enter the battle, the shiny state is re-rolled, and therefore has a very high likelihood of not being shiny again.


It's also possible to utilize the Masuda Method for breeding, as player language can now be selected from the Options menu.

Reminder: Breeding does not benefit from or count toward Capture Bonuses.

It's not Breeding Bonuses, after all.

Sandwich Improvements

Food buffs are no longer 30 minutes, and have been instead increased to 60 minutes.

This applies to sandwiches made in your picnics, or food items purchased at any store of cafe in the game.


The, uh, chomping the air sequence that plays after making or purchasing a food item is now skipped entirely.

It just goes straight to the buff application portion of the sequence.

Friendship Changes & Soothe Bell Improvement

In addition to being able to see your Friendship level, this update also brings some new functionality — or more like extended functionality — for the Soothe Bell.

Now, Pokémon holding the Soothe Bell will receive Friendship upon any opposing Pokémon's defeat, which can take the holder's Friendship above 160 to a maximum of 220.

The following circumstances apply for normal battles :

  • If the holder is at or above 160 and below 200 Friendship, they will gain +1 Friendship, even if they do not participate in the battle specifically
  • If the holder is at or above 200 and below 220 Friendship, there is a 75% chance that they will receive that Friendship point instead

This also has an effect upon Auto Battle completions, as follows :

  • If the holder is at or above 160 and below 200 Friendship, there is a 50% chance that they will gain +1 Friendship, even if they do not participate in the battle specifically
  • If the holder is at or above 200 and below 220 Friendship, there is a 25% chance that they will receive that Friendship point instead

This will be especially beneficial and important for Pokémon that require Friendship to evolve, since there have been some changes there.

Trainer and Event Battle Resets

The ᓚᘏᗢ NPCs added to Compass previously (and added to new sequences; guess they're a lot less secret-y than before~) have had two new reset options added:

  • Reset all trainers — This applies to all wild trainers, not story trainers
  • Reset dailies — Daily-limited event battles and other daily-restricted events can be reset anytime, selectable per-region

You can reset and re-battle the trainers as often as you would like. This is also useful if you've explored DLC areas earlier, but want to be able to tackle their post-game teams during the story after The Way Home, as well, for example.

This includes the Kitakami Ogre Clan, for high-level and high-reward repeatable battles.

When resetting your trainers, your League Representative progress will also be reset for all areas you have not obtained the reward item from. You will have to redo all battles in the area that you had completed previously, in order to get the item, if you hadn't already received it.

The Kitakami Ogre Clan progress is reset, so you will need to find and re-battle all of the clan members prior to unlocking their 'boss' battle.

The Team Star Rematches are reset using a different option while speaking with Nix and Yin.


The event battles reset include the Ruinous Quartet, box legendary battles, and all of the Snacksworth legendaries — You can now battle and capture as many of these as you would like.

Language Selection Option

This is only for versions 2.1.1.0 and above.

A new Options menu setting is available which can allow you to select the language you want to play in — After the initial selection has been made when creating a new save file.

The default setting for this option will be initially set to whichever language was chosen on new character creation.

When changing languages, some dialogue and other elements of the game will not be displayed in that language, because the data was already loaded from the previous language.

And many text fields will have gibberish data.

Restart after changing your language.

Compass only has support for English, French, Spanish, German, and nearly-complete translations for Chinese (both Simplified and Traditional scripts).

Other language options are available to select — matching those supported by the base game — but only the above-listed languages have all the appropriate translations and references.

If you experience crashes when using a language not in the list of supported languages above, you will have to change to one of those supported in order to progress.


Masuda Method Availability

Pokémon that are captured when the language is set to something other than the player's default language will have its language value set as the new language.

This will enable the Masuda Method for breeding.

Other Changes

Terarium Changes

The Club Room's "regional upgrade" has been changed, as the starters have been moved into the normal spawn set — This no longer locks entire Pokémon families behind it, but is instead a way to add a number of uncommon-to-rare Pokémon found in the Blueberry Pokédex.

These include final evolutions for species that normally require trading (Compass' no-trade-evolution changes still exist, but this is another way of getting these Pokémon) or the use of evolution items, as well as final evolutions of all of the starters from the Terarium.

Most of these encounters have a high chance to spawn in groups — which is useful, because all of these Pokémon also carry valuable items, either cash loot or team-building items (such as vitamins, or bottle caps). This is another avenue to collect the resources to build up team members, alongside Ace Tournament repeats and raids.

Blissey is also found in every area, though a bit uncommonly. They hold Carbos, HP Ups, and Ability Patches (rarely).


All areas in the Terarium can now spawn the various forms of Oricorio

New Eeveelution Evolution Methods

The evolution methods for Eevee have been completely reworked this update, with all-new functionality created specifically for them, to give their evolution process something a bit more, in our opinion, interesting and appropriate.

No longer do they evolve through having some evolution stone shoved in their faces — Instead, they require high friendship values and then must be leveled in certain, specific areas in the world.

With their friendship value at 220 or higher (which you can view much more easily now, and improve in new ways), the Eevee will be eligible for evolution. By leveling on a certain type of terrain, they will evolve:

  • For Vaporeon — Evolve in water, like ponds, rivers, puddles, or lakes

  • For Jolteon — Evolve on electric-type terrain and metal surfaces, like the electric charged stones in Chargestone Cavern, the Terarium cubes, or PokéCenter roofs

  • For Flareon — Evolve on 'hot'-type surfaces, such as desert sand, beach sand, or the poor soil and withered grass environments in the Savanna area in the Terarium

  • For Leafeon — Evolve on grassy terrain, like grass or dense grass fields, in flower patches, on bamboo leaves, in rice fields, or on wooden flooring

  • For Glaceon — Evolve in snowy areas, such as ice or snow, including snow-covered grass

  • For Sylveon — Evolve in city-specific environments, including concrete or brick paths, stone pavement or marble, on glass surfaces, or climbing atop the roofs of most buildings

  • For Espeon — Evolve in the daytime — Any environment that is not a part of any of the above lists will suffice

  • For Umbreon — Evolve in the nighttime — Any environment that is not a part of any of the above lists will work

The game is quite particular about the terrain — and there are, perhaps surprisingly, quite a lot of them.

So make sure you're standing exactly on the terrain. Like with the charged crystals, be sure to be standing on the crystal itself, to be certain.


In order to help prevent evolutions into an Eeveelution that may not be desired, a safety system of sorts is also included.

By holding a specific evolution stone (the same as the previous evolution methods required, and listed below), your Eevee will not evolve into any Eeveelution that is not the one associated to that stone. This way, it's easy to guarantee which Eeveelution you want — but you must be on the terrain required and have the required friendship value still.

The Eeveelutions and their associated stones are:

  • Vaporeon — Water Stone
  • Jolteon — Thunder Stone
  • Flareon — Fire Stone
  • Espeon — Sun Stone
  • Umbreon — Moon Stone
  • Leafeon — Leaf Stone
  • Glaceon — Ice Stone
  • Sylveon — Shiny Stone

The documentation for this section includes screenshots of valid terrain locations and more information, so it's strongly recommended to read this section of the documentation for more details.

Friendship Evolution Changes

This update also adds in some more intention to some evolutions — or, really, just sorta re-adds some of that which was removed : Evolutions which require Friendship to evolve have been changed.

Rather than evolving at 160 Friendship, which can often be obtained immediately with little or even no intentional effort, most of these Pokémon will instead evolve at 220 Friendship.

Not all Friendship evolutions have been changed. See below :

  • Pokémon which evolve into intermediary evolutions evolve after levelling while at 160 Friendship and above — This applies to Pichu, Cleffa, Igglybuff, and Azurill
  • Pokémon which evolve into the final evolution evolve after levelling while at 220 Friendship and above — This applies to Meowth (Alolan Form), Munchlax, Chansey, Chingling, Riolu, Swadloon, and Snom
  • The Eevee evolution methods are completely reworked, and now require at least 220 Friendship to trigger evolution

To help improve the Friendship value of your Pokémon, new functionality has been added to the Soothe Bell, allowing holders to gain Friendship up to the 220 point.

Perrin Paradox Changes

The Paradox Pokémon which were made available in The Indigo Disk through Perrin's side story, have been changed around a bit — These are Gouging Fire, Raging Bolt, Iron Crown, and Iron Boulder.

The quest is still the same (though the encounters themselves are a bit tougher), but some of the other aspects of this side story have been tweaked:

The fixed encounters that were found in the Terarium after the completion of the side story have been removed.

In exchange, new wild encounters have been created for these Pokémon in Area Zero — these do require the completion of the side story before they appear.

The Pokédex entries have also been changed for these species (and for Walking Wake and Iron Leaves), and they are all now found exclusively in the Paldean Pokédex, and no longer in the Blueberry one.

Area Zero Wild Encounters

A lot of tweaks have been made to the spawn rules of Area Zero.

Mostly, these are focused on ensuring that the Pokémon which weren't intended on being available in the area are actually gone properly, and that new species have been added to improve the variety of wild encounters.

Paradox Pokémon have been made a bit less common in the area, and all of their non-Paradox equivalents can be found in the area as well.

The documentation contains a list of all of the wild encounters.

Language Support

Key, who has assisted in improving the quality of the German translation in the past, worked on localizing all of the changes and new lines for this update for German.

Thanks to finn, this version of Compass includes support for nearly all modified and new lines, now translated into both Simplified Chinese and Traditional Chinese.

Some lines are yet to be translated entirely into Chinese, so for now, these lines contain the English strings as a placeholder.

The update contains several hundred new dialogue, options, and notification lines — more than all of Compass' text-based changes up to this point, combined, so this is a significant amount of work.

Massive thanks for their help!

All of the changes have also been translated into French and Spanish for this update.

Zapapico Additions

This update makes a few changes to Zapapico, bringing a little bit more fun and color to it — Well, mostly as a place to put some new QoL elements and such~

The Better Buff Bistro, which provides a simple one-stop location for some useful sandwich buffs, has been moved, and is no longer in Montenevera — Instead, you'll find the new location in Zapapico.

The map icon for the Bistro has been updated to show the new location; it's near the PokéCenter, so it's hard to miss~

The town also has a number of new residents, including Phoe, who handles the Ball Change service, a new minor event from a nearby added NPC who will give you a modified Team Star uniform, and even the ᓚᘏᗢ NPCs (who mention heading here).

Also, there's a showboat cat around. He likes high places. ~( ̄▽ ̄)~

Extra Changes

And for everything that's not listed above or worthy of having a whole section for it~

Minor Changes

Beyond all the new features and player experience-affecting components of this update outlined on the rest of this page, this update also comes with a list of various other, smaller-scale changes — bug fixes, small tweaks and updates to existing systems, etc.

  • As of version 2.1.1.0, the 'special' Paradox Pokémon that were in the Blueberry Pokédex — Walking Wake, Gouging Fire, Raging Bolt, Iron Leaves, Iron Crown, and Iron Boulder — are no longer in this Pokédex.

    The Paldean Pokédex has been slightly expanded, with the inclusion of Gouging Fire, Raging Bolt, Iron Crown, and Iron Boulder.

  • As of version 2.1.1.0, Pecharunt has been moved from the Blueberry Pokédex to the Kitakami Pokédex.

  • As of version 2.1.1.0, some new species have been added to the Terarium — This was done in order to bring the total count up to 240 obtainable entries without requiring any of the Snacksworth Legendary battles, because of the removal of the Paradox Pokémon this Dex.

    Pichu, Pikachu, and Alolan Raichu — Added as numbers 236, 237, and 238, respectively.

    Mimikyu — Added as number 239.

    All of these new encounters can be found in the Coastal biome, and Pikachu that spawn with a group of Pichu will always carry a Shiny Stone, to enable evolving into Alolan Raichu.

    Alolan Raichu are limited to post-The Way Home completion.

  • As of version 2.1.1.0, all raid encounters have a chance at having their Hidden Ability, for all raid tiers, regardless of your current Capture Bonus status.

  • The dev "ace" raids in the 7★ raids tier are now all-the-more obvious : They have their actual names in the raid above the boss gauge bar. (~ ̄▽ ̄)~.

    These "ace" names, and any title they have, are in English only, and not something that can be translated..

  • Synchro Anywhere can now be used in Area Zero.

  • Apricorn Balls that were previously available as hidden items in some locations have been removed, and replaced with some of the conditional Poké balls.

  • Master and Beast balls have been removed from Area Zero as hidden items.

  • Safari Balls and Sport Balls can be found rarely in the Terarium as hidden items.

  • The following evolutions which were classified as temporary in previous Compass releases have been removed, since the species can be acquired in DLC content natively now:.

    SandshrewAlolan Sandslash.

    VulpixAlolan Ninetales.

    GeodudeAlolan Graveler.

    (Galarian Weezing can still be obtained by having a Koffing hold a Strange Mirror and leveling to 35 or above).

  • Certain common Tera types and moves were a bit, uh, too common, especially in late-game — Most of these overly-common moves and Tera types have been adjusted to be a lot less common to have more variety in battles.

  • Most of the mid- and late-game wild trainers that can Terastallize their Pokémon in battle now have had changes to their Terastal choices, so they will now have many more chances to use non-standard Tera types.

  • All of the distribution data and hint strings found in the Habitat portion of the Pokédex for each species has been updated with all the new locations and different hint strings, completely reworking every wild encounter.

  • Former Titans are now notably larger in the game world.

  • The Mystery Gift Tracksuit has been provided as a reward for the completion of The Way Home.

  • The teams used by the trainers in Drayton's challenge have been reduced both in level (to around 80, instead of in the 90s), and in general strength, to ease the requirement a bit.

    The dialogue for that section of the event sequence has been adjusted to hint at this change.

  • The battle against Perrin in Kitakami has been changed to a Singles, with minor other adjustments to her team.

  • Some Nix and Yin menu options have been removed, since they didn't really do anything.

  • Many dialogue lines were changed for major event trainers to ensure they did not reference specific moves, Pokémon, or other effects that they previously used in battle, to account for the multiple potentially-different teams and strategies they'll use now.

    Thanks to our translators for helping get this sorted.

Bug Fixes

And the Game Freak special — Select bug fixes. Well, these ones, anyway:.

  • Registeel has been properly added to the Paldean Pokédex.

  • Blueberry Pokédex correctly tracks every species associated to that Pokédex — Previously, several species were not counted toward the Dex total.

    Even though two of those entries have been removed from this Pokédex and moved to the Paldean one, ha~.

  • Corrections to the forms of certain Pokémon in major event trainer teams that still use those Pokémon.

  • Female Pyroar form references have been corrected, so trainers that were supposed to have any in their team now use them correctly.

  • The materials required for TM 223 have been corrected to the vanilla values.

  • A minor adjustment was made to the Eelektross raid found in the 5★ raids bracket, correcting an extra action that is not available for use in this generation.

    This is actually an official / vanilla bug, ha.

  • An issue with the event sequence when talking to Cyrano post-game that resulted in his text box staying after talking with him has been resolved.

  • Some EV values for trainers have been normalized, and adjusted to more-correctly fit their teams (in addition to the changes listed here).

  • Gimmighoul now drop their coins appropriately.

  • A certain Squawkabilly-using ally in early-game raids no longer spams Mimic.

  • Numerous behavior files were removed in favor of using official behaviors.

    A few, however, such as Sobble, we felt were more interesting or fun and kept as-is.

  • Numerous teams for wild trainers were changed to better-fit their dialogue.

    Gone are "I should have evolved my Kricketot" while using a Kricketune in battle, for instance.

  • Some dialogue for a few wild trainers was changed to better-fit their teams.

Changelog Notes

This primer page is meant to serve primarily as a go-to for all the new features and significant changes that this update brings to Compass, but also serves as a changelog of sorts for the update.

Additions are noted in their relevant section with the version number in which that component was added.

This section will contain all of the changes in a single, easy-to-reference place, sorted with most recent updates first.

Version 2.1.1.1

A hotfix patch.

  • Fixed an issue that would result in all new fixed encounters to spawn at level 1.

Version 2.1.1.0

Not an especially huge patch (coming soon off of 2.1.0.0, haha), but we wanted to get this update out to resolve some major issues, including a potentially-common crash, and some evolution problems, even though there are still a couple quirks to resolve later.

And we also happened to have a few things we wanted to add to it.

New Additions

  • A new language selection setting exists in the Options menu.

    You can now set your language to any of the game's supported languages at any time.

    Be sure to restart your game after changing language. It's real funky otherwise, haha~

    See the new section on the language selection option for more details.

  • Base shiny rates have been standardized to 1/4096, and shiny affecting bonuses now apply to all capture opportunities.

    Raids, fixed encounters, and event encounters will all have their shiny odds modified based on your shiny roll bonuses.

    See the new shiny odds section for more details.

  • Capture Bonuses now apply to raids and event encounters, skewing their IVs and giving an extra shiny roll as normal based on your capture count for that species.

  • Pokémon that are at level cap and could have evolved via a level up evolution method at their current level or below will no longer consume Rare Candies and do nothing.

    Instead, it will trigger their level-up evolution.

    This consumes the Rare Candy, and does not provide any experience (since they're at Level Cap).

  • Several new fixed encounters and wild encounters have been added.

    The Primer has been updated with a new added encounters section which will provide details.

    Additionally, the wild spawns of Walking Wake and Iron Leaves now require the completion of Perrin & the Paradox Pokémon quest — They are available for Paldea-only players as the above-detailed fixed encounters.

  • The Pokédexes have been adjusted, addressing a quirk and series of workarounds put in place since version 1.0.6 :

    The Kitakami Pokédex now contains Pecharunt as #211, which has been removed from the Blueberry Dex.

    The Blueberry Pokédex now contains #236 Pichu, #237 Pikachu, #238 Alolan Raichu, and #239 Mimikyu.

    The Paradox Pokémon made available in The Indigo Disk are now all in the Paldea Pokédex, as #487 - #492.

    New textures were added where necessary for the new Pokédex entries.


    Upon obtaining 400, 200, or 240 Pokémon in the Paldean, Kitakami, and Bluberry Pokédexes, respectively, the Pokédex completion message will play and the congratulatory visual will be displayed when looking at Milestones, which will be replaced when getting the Diploma, as intended.

    Speaking to the appropriate representative afterwards will provide the player with the Diploma for that Pokédex, which will now be displayed when opening the Milestones — But only after having received all of the items and getting the task to find and speak to that representative.

    If any of your Pokédexes have equal to or more caught species than necessary to complete that Pokédex, when you open the Pokédex, the UI will correctly open the reward screen and begin the reward process.

  • A few items have been added to the Auction in Porto Marinada.

    Players who have captured Ogerpon can purchase additional masks, to avoid accidental deletion of the masks.

    Galarica Cuffs and Wreaths can be purchased from any of the standard stalls for a fairly low price, so it's possible to get the Galarian Slowpoke evolutions in Paldea.

Major Fixes

  • The game no longer crashes or hangs when attempting to look at the summary screen for an egg.

  • Fixed the evolution priorities for Pokémon which were unable to evolve into certain forms, usually regional.

  • Fixed the evolution process for Pokémon that needed to evolve at specific times:.

    Riolu now only evolves during the daytime.

    Snom and Chingling now only evolve during the night.

  • Alolan Meowth will evolve into Alolan Persian properly.

  • Choosing to not take the early cutscene skip in Kitakami no longer leads to a black screen on the subsequent event sequence.

  • The Academy skip no longer sets the player's room-access states incorrectly.

    Players who played on a previous version and did the Academy skip will still have access to the other rooms, if they have not completed The Way Home — This will correct itself upon the completion of the Ace Tournament, when the interactions with those NPCs unlocks.

    Players who took the skip and have completed all of the content should be able to access the other rooms only after completing the interactions with them at the school, per usual.

  • Some options have been removed from the player's Options menu until the Treasure Hunt starting event, to avoid early-game issues:.

    Color Profile — Additionally, this has been properly set to Disabled as the default option.

    Camera Dithering and Battle Camera — Battle Camera has been fully disabled and cannot be enabled at all in the options.

    These changes are retroactive, so players will have these options removed if they are not at that point in the story, and have the settings defaulted the first time this update is loaded.

  • The battle against the Starmobiles now finally displays that they are dual-typed with Steel.

Minor Fixes

  • Delibird Presents in Cascarrafa no longer has an extra Shiny Stone.

  • Mint items are now properly available after three Victory Road Gym badges.

  • The Summary screen no longer occasionally displays an empty icon box.

  • TM materials from Pokémon that the player has not battled or captured will now show up in the TM Machine Tracking window (available when you press → on your D-pad and have a TM tracked from the TM Machine menu).

  • Soothe Bell now applies its Friendship bonus opportunities on all normal battles in all conditions.

  • A couple trainers in Paldea's East Province Area One have their proper teams now.

  • Fixed an issue that resulted in some 7★ raids crashing.

Other | Minor Changes

  • Rare Candies have been added as uncommon lottery rewards in all raid tiers, and added to grassy areas as rare sparkle items.

  • The player is properly granted the Roto-Stick and the Eureka emote after using the Kitakami cutscene skip.

    There is no notice for being granted these when using the skip.

    This change is retroactive, and players will be granted their use and have the stick in the inventory if they are already beyond that event.

  • The player is given the Swift TM after using the Poco Path cutscene skip.

    There is no notice for being granted this item when using the skip.

    This change is retroactive, and players will have one Swift TM added to their inventory if they are already beyond that event.

  • Chewtle's spawn locations have been updated to make finding them more consistent with the PokéFinder data.

Known Issues (Not Addressed this Update)

Some issues are still being ironed out~.

  • In battles against the Titans, if your entire team goes down, and only your ally is left, and he loses one of his Pokémon, the game will crash.

  • If no member of your team gets experience after winning a normal wild or trainer battle, none of the party members will receive EVs.

    The victory fanfare music will also not play.

  • There are some situations where your party members can be under your selected Level Cap but still not gain experience from battle.

    The conditions for this to occur require some Pokémon in the party at Level Cap, and/or may involve fainting — More time is needed to identify and research the problem, but we'll get it sorted.

Version 2.1.0.1

A quick patch to resolve a major issue for many Switch players — not being able to load the game properly.

  • Compass will now load for players on Switch firmwares v20.0.1 and newer, required for version 4.0.0 of the game.

  • Fixed an issue where Eeveelutions were being added back to the party after evolving ... as the wrong Eeveelution.

  • Eevee cannot be fed evolution stones that was causing them to evolve into bad eggs.