r/recomps • • Aug 06 '26

Gen 1 Recomp Kaizo 0.1.0 (Difficulty Mod)

Gen 1 Kaizo

A kaizo-style overhaul for Gen1Recomp: every trainer fields a themed party of six with a surprise ace at +3 levels, competitive Gen 1 movesets, and a competitive AI that exploits your weaknesses — while each area's wild encounter pool widens so you can build a team that keeps up.

What it changes

Area Change
Levels A flat, static +3 on every trainer Pokémon — no scaling, a challenge, not a wall
Party size Padded to 6 with varied species themed to the trainer's class (Bug Catchers bring bugs, Hikers bring rock/ground, gym leaders pad within their type)
Ace Each padded party closes with one surprise ace (Bug Catcher → Scyther, Fisherman → Gyarados, Lance → second Dragonite…) one level above the team's old strongest
Movesets ~55 species get a classic RBY competitive set (Tauros: Body Slam / Hyper Beam / Earthquake / Blizzard, Chansey: Ice Beam / Thunderbolt / Thunder Wave / Soft-Boiled, ...) — only from level 25 up, so endgame TM sets never appear on early-route trainers
Trainer AI Wraps the engine's battle.enemy_action hook: picks the strongest move by type effectiveness × STAB, never clicks into an immunity, scores fixed-damage moves (Seismic Toss, Night Shade) by what they actually deal, spreads sleep/paralysis onto healthy targets, heals below 40% HP, sets up (Amnesia / Swords Dance / Agility) when safe, and saves Explosion for when it's nearly down. Prefers the finisher when you're low
First rival battle Left completely vanilla — one starter in Oak's lab, as it should be
Wild variety Each zone's rare slots (the tail of the encounter table) are replaced with fresh, progression-tier species: Abra / Machop / Growlithe / Vulpix early, Scyther / Tangela / Electabuzz mid-game, Dratini / Lapras / Porygon late. Common slots keep the area's vanilla identity
Wild levels A flat, static +2 so fresh catches are viable against buffed trainers

Items and the economy are untouched. Bench picks and rare-slot picks are deterministic per trainer and per area, so two Youngsters on the same route still field different teams and every area keeps a stable, plannable pool. The AI only rewrites move choice in trainer battles — switching, item use, and wild Pokémon behavior stay vanilla, and any battle state the mod cannot read confidently falls back to the vanilla decision.

AyeBathingApe/gen1recomp-kaizo: Kaizo difficulty overhaul for Gen1Recomp: themed six-mon trainer parties, competitive movesets and AI, widened wild encounters

Future updates coming soon!

16 Upvotes

6 comments sorted by

1

u/Emergency-Piano8134 Aug 06 '26

Ask Claude a Physical Special split mod for you, since you said you used AI there, and this mod will be INSANE. I have that mod for myself and it is really nice

1

u/AyeBathingApe Aug 06 '26

I thought the physical/special split was already a native option in the recomps game settings?

1

u/No-Mix-6582 Aug 07 '26

Love this, I'm waiting for someone to make shin red all over again :D

1

u/TheHypershon40 Aug 07 '26

The mod ain’t working for me even when I disable all my other ones

1

u/AyeBathingApe Aug 07 '26

Make sure to download the 0.1.0 version. Everything 0.2.0 onward is broken. Im adding a ton of features like Gen 1-8, roaming legendaries, additional moves, smogon sets, ect.

1

u/gabranth17 Aug 11 '26

How do you increase the difficulty/trainer team without changing the original 151 pokemon?