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Change Log

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0% found this document useful (0 votes)
65 views32 pages

Change Log

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 32

Please send me an email at theundersigned@hotmail.

com with any feedback, questions,


concerns, criticisms, etc.

5/18/21 (Version 1):

*Digimon now have a chance to be born with the X-Antibody


*Added Renamon X, Agumon X, Dracomon X, Gabumon X, Leomon X, Tyrannomon X, Growmon
X, Guilmon X, Rhinomon X, Damemon, Tobucatmon, Blancmon, Cielmon, Noirmon, Blancmon
Awakened, Noirmon Awakened, Cerberumon X, MetalGreymon X, Tuwarmon,
SkullBaluchimon, WarGrowmon X, WereGarurumon X, Garurumon X, Greymon X,
ChoHakkaimon, MetalTyrannomon X, Lilymon X, Sleipmon X, WarGreymon X, Sakuyamon X,
Beelzemon X, Craniumon X, MetalGarurumon X, BeelStarmon X, Megidramon X, Jesmon X,
Omnimon X, Diaboromon X, Gallantmon X, Minervamon X, Crusadermon X, BlackAgumon X,
Gomamon X, Herissmon X, Kokuwamon X, Impmon X, Salamon X, Otamamon X, Tsubamon,
Upamon, Sangomon, Tobiumon, MarinChimarimon, Piranimon, Gusokumon, Regalecusmon,
Agumon BoC, Knightmon WSM, Sunarizamon, Baboongamon, Gogmamon, Nidhoggmon, Ghosmon,
Pururumon, Poromon, Pomumon, Parasaurmon, Toropiamon, DotAgumon, DotGaomon,
Potamon, Moonmon, Sunmon, Jyarimon, Budmon, Filmon, Stefilmon, Rasenmon, Rasenmon
FM, Hagurumon X, Gotsumon X, NiseAgumon, NiseKudamon, DarknessBagramon, Dinorexmon,
Hexeblaumon, RedVeedramon, GoldVeedramon, MasterVeedramon, Grademon Vi, Gabumon
BoF, Duskmon, Loweemon, JagerLoweemon, Velgrmon, Raihimon, AncientSphinxmon,
Entmon, Dodomon, Dorimon, Puttimon, Tokomon X, Cupimon, Kiimon, Yaamon, Dokimon,
Bibimon, Pulsemon, Chibomon, DemiVeemon, Datirimon, Flickmon, Swipemon, Tapmon,
ChibiKiwimon, Kyokyomon, Ketomon, Hopmon, Leafmon, Minomon, Pafumon, Kyaromon,
Paomon, Xiaomon, Petitmon, Babydmon, Popomon, Frimon, Pupumon, Puroromon, Bommon,
Missimon, Pusumon, Pusurimon, Puwamon, Pinamon, Relemon, Viximon, Sakumon,
Sakuttomon, Zerimon, Gummymon, Cocomon, Chocomon, Fufumon, Cotsucomon, Kakkinmon,
Algomon I, Algomon II, TorikaraBallmon
*Updated the way Digimon reset and are born
*Fixed a bug preventing the use of eggs outside of a limited range
*Fixed a bug causing the animation to stall when evolving to an egg in the middle
of animating
*Fixed a bug where lifespan and growth period mods weren't being read from their
file
*Fixed bug causing program to stall when using certain max inventory values
*Fixed bug causing inconsistent death animation
*Fixed bug causing the incorrect egg to reappear when unpausing
*Added autosaving; can be changed in config file
*Weight will no longer increase/decrease beyond a certain point according to base
weight; if weight tries to go beyond these limits, mood, obedience, and enthusiasm
will decrease slightly
*The Digimon will no longer die suddenly when its total lifespan drops below its
lapsed lifespan due to illness, injury, etc.
*Energy at or below 0 will no longer prevent activities that cost energy, but
whenever energy decreases below 0, the Digimon has a chance to become fatigued;
injury becomes more likely at negative energy and falling to the minimum energy (-
24) will decrease lifespan
*Bonus points will now increase ater death based on the number of days lived passed
the growth period
*Rebalanced food and items
*Overfeeding now occurs when fed at 3/4ths of stomach capacity, which causes an
angry animation; removed missed day from overfeeding and now penalizes feeding
above stomach capacity instead; feeding above stomach capacity will decrease mood,
obedience, and enthusiasm substantially and resets hunger to 4
*Increased ideal temperature range for all Digimon
*When waking up Digimon after 8 hours of sleep or at full energy, the Digimon will
now wake up normally and won't fall back to sleep
*Fixed a bug where the food requirement icon wouldn't scale correctly
*Fixed a bug where more than one evolution tree could be opened at one time
*Rebalanced base weight and weight evolution requirements
*Added habitat evolution requirement (spend most of stage in given habitat)
*Changed obedience, weight, and mood requirements to require that you spend the
majority of time in current stage fulfilling those requirements
*Weight requirements now only check if under/over/healthy weight
*Mood requirements now only check if happy/unhappy/neutral/depressed
*Winning a battle now changes mood depending on whether the opponent was stronger
or weaker than the player
*Added a cooldown to repeatable enemies
*Updated save format
*Tournaments will now save their progress

12/14/20:

*Added mode change as a separate evolution factor and rearranged certain evolutions
accordingly
*Changed the way evolution priority works - each variable for evolution has a
weight in the config file and attribute values are weighted proportionally based on
how close the Digimon's value is at the time of evolution
*Added evolution menu to the main screen
*Added separate temperature and first aid menus to the main screen
*Added DNA acceleration system to affect priority
*Added mini-game for generating DNA
*Evolution menu contains menus for manipulating DNA, checking the status of the
Digicore, changing modes, and using evolution items (moved digimentals here)
*The digicoreMenuConfig file customizes that menu for individual Digimon
*The digicore will move faster the closer the Digimon is to evolution; if it can't
evolve or after it fails to evolve, the core will move slower the closer it is to
death
*The digicore menu background will change according to the highest DNA a Digimon
has or it will default to the Digimon's field
*Fulfilling each DNA requirement increases priority by the amount in the config
file, and fulfilling every DNA requirement increases priority again
*DNA requirements aren't necessary for evolution, but fulfilling every DNA
requirement will replace one failed requirement (the Digimon must still train at
least the total amount of attribute power required, although having a specific
distribution of the stats can be partially forgiven by DNA)
*Added new evolution requirements: saved from death, majority food, fought certain
amount of certain stage, number of reincarnations
*Changed X-Antibody requirement to a normal requirement
*Option to change background color of window, allowing certain screen capture
software to work correctly
*Fixed a bug causing yawning and reactions to the weather to sometimes skip
animations
*Added the ability to evolve into the egg stage
*Added digitama to evolution tree
*Fixed bug where dying/evolving could be interrupted
*Fixed bug where tournaments wouldn't resolve correctly when dying
*Fixed bug where surrendering during a multi battle would cause the Digimon to
continue waiting for its turn
*Focus setting now saves correctly
*PvP battles now use the tournament background
*The battle/jogress wait screen now changes depending on whether you're the host or
client

6/15/20 (Version 3):

*Added failed evolutions to Hyokomon


*Updated cleaning animation
*Added 10 elements (Fire, Water, Ice, Wood, Metal, Dark, Light, Wind, Thunder,
Earth) and their icons
*Changed the status menu's layout to add an element icon
*Added an element icon to the evolution tree
*Field affinity now adds offensive bonuses to attacks (+1 to certain matchups), and
elemental affinity adds defensive bonuses (-1 to certain matchups) - affinity bonus
numbers can be changed in the fieldAffinity and elementAffinity csv files

*Fixed a bug causing attacks to malfunction when battling in a tournament

*Fixed a bug preventing enthusiasm from increasing each hour

6/13/20:

*The battle log now records data from your Digimon's every battle and logs the
damage dealt and health of each battle participant each turn
*Fixed an error that occurred when clicking the jogress button
*Tweaked various evolutions
*In the evolution tree menu, added an icon over the variables that reset on
evolution

*Specified the enemy and player in the battle log

*Added more information to the battle log


*Fixed a bug where the menu wouldn't close when the Digimon refused to go home

6/3/20 (Version 1):

*Fixed a bug where the text field limit would revert to 7 after rescaling
*Fixed the description for food supplement

5/31/20:

*Fixed a bug that would sometimes occur after your opponent surrendered and you
fought a battle in an adventure map
*Refined AI attack choice
*Fixed a bug where some attack sprites wouldn't account for attribute power changes
in battle

5/27/20:

*Fixed a bug where attribute values could fall below 0 if a weakened consumable
that reduces an attribute is applied

5/26/20:

*Fixed a parse error in the config file

*Using a heart recovery item after the Digimon refuses will no longer weaken its
effects

5/25/20:

*Fixed a bug where jogressing wouldn't work with java version 1.8.0_251

*Fixed a bug where the Digimon would appear to continue walking despite having 0
energy

5/9/20:
*Replaced Baalmon's MagnaAngemon evolution with Seraphimon
*Cleaned up PileVolcamon's sprite
*Loading an old save file without a checksum now correctly registers as having
modified the game since it was last loaded

5/6/20:

*Fixed a bug where non-jogress Digimon could be included in the list of valid
evolutions for jogress
*Cleaned up some sprites
*Hid poop when lights are off

5/5/20:

*Fixed WereGarurumon and Kuwagamon's sprites


*Practice battles will now increase strength normally
*Decreased the chances of getting bonus energy from 1/10 to 1/20
*Evolutions should now be more likely to prefer those with more requirements

*Fixed a bug where energy could increase twice from training during the Digimon's
favorite time
*Returned the bonus energy chance to 1/10

*Made the main window background transparent


*Jogresses are now determined by the host Digimon

5/4/20:

*Fixed a rounding issue with the tired icon

5/3/20:

*Caught error when the main view is invisible


*Caught error when the interactive buttons are cleared in the middle of an
iteration
*Streamlined sound object and keyboard cursor
*Added the ability to replace the font in the mod folder

5/2/20:

*Battles now decrease energy by 1 additional point in every circumstance


*The chance to prevent energy from decreasing now applies whenever energy decreases
(and the original prequisites are met). Energy now decreases 1 less instead of not
decreasing at all
*Added a mods folder. Files in this folder will replace the default sounds and
images of the same name

5/1/20:

*Caught an error thrown by an empty interactive button array, causing certain


interactions to malfunction or cause artifacts

4/29/20:

*Fixed a bug where dodging/blocking an attack would prevent the Digimon from
remembering whether it did any damage that turn
*Displayed messages when trying to perform certain actions outside of home/town
4/25/20:

*Caught errors occurring after the keyboard cursor is disposed

4/24/20:

*Fixed a bug causing the day's temp to be set along an incorrect range

4/20/20:

*Fixed a bug causing high inheritance numbers to cast improperly


*Fixed alignment of trophy in end of tournament animation at higher scales

4/18/20:

*Fixed a bug where the text field would sometimes appear over the shell
*Realigned digimental icon in item detail menu
*Added a battle log that records the information of the most recent Digimon battled

*Reduced the life penalty of sickness/injury to 3 hours


*Sickness/Injury length is now reduced twice every hour
*Reduced the overall length of sickness/injury
*Increased weight loss/gain penalty of sickness/injury respectively

4/16/20:

*Fixed a bug causing the attacking animation to reset when pressing the select
button
*Fatigue now has a 60% chance of occurring at the strength limit
*Fatigue now only causes a care mistake if the Digimon isn't fatigued at the time

4/15/20:

*Fixed a bug causing the game to freeze or malfunction when battling an opponent
that doesn't drop items
*Fixed a bug where sometimes the text field limit wouldn't increase to 15 after
loading or starting a new game

*Fixed a bug where failed evolutions would have a jogress or other evolution icon
next to their names in the evolution tree

4/14/20:

*Click and drag anywhere on the temperature screen to change temperature


*When changing temperature, it will now start at the last temperature goal set
*Enemies now have the option to drop an item randomly from a given range in the
config file
*Zones can now have more than 1 town
*Realigned item in unlocking animation
*The Evolution Tree, settings, and status menu can now be accessed while the game
is paused

4/13/20:

*Caught errors caused by the sound driver, sometimes preventing the game from
responding

*Rebalanced audio
4/10/20:

*Fixed a bug where mood, enthusiasm, or obedience would change depending on


disposition even if the food/item didn't affect mood, enthusiasm, or obedience

*Caught errors thrown by the keyboard cursor

4/9/20:

*Fixed a bug causing multi battles to malfunction after connecting to a host


*Fixed Chuchumon's sprite
*Added keyboard functionality to the start of battle, jogress, and Digimon
attention request animations

*Fixed a bug preventing Digimon from having max HP of 30 at age 13


*Fixed a bug causing messages to flicker

4/6/20:

*Fixed a bug preventing the sacrifice health condition from functioning

4/4/20:

*Fixed Ignitemon's evolutions


*Lowered volume of program
*Added master volume, music volume, and effect volume settings to the config file

4/2/20:

*Rebalanced some foods


*Reduced the amount of stat gain from winning a battle against opponents with 100
attribute power or greater
*Updated algorithm for determining attribute power of random tournament enemies
*Slightly increased the chance of encounters while running

3/30/20:

*Fixed a bug causing the jogress menu to stall when no valid jogress is possible

3/29/20:

*Fixed the following sprites from Cyber Sleuth/Next Order: Beelzemon, Ravmon,
Jijimon, MirageGaogamon BM, ShellNumemon, Gaiomon, Merukimon, Gallantmon CM,
Duftmon LM, MagnaGarurumon, Gankoomon, PlatinumSukamon, Icemon, Gumdramon,
Arkadimon IV, Arkadimon III, Armadimon, and Minervamon
*Added the following Digimon: Grimmon, ExoGrimmon, ChaosGrimmon, Eosmon III, Eosmon
IV, Eosmon V, Morphomon, Mervamon, Pharaohmon
*Updated JumboGamemon's sprite

3/25/20:

*Fixed a bug where certain items wouldn't increase the correct attribute
*Decreased the minimum mood for higher chances of depression to -250 and decreased
the chance of becoming undepressed when mood is below 0
*Fixed Tinkermon's eating sprite

3/21/20:

*If a Digimon becomes undepressed due to a positive mood over time, obedience will
now greatly increase

*Fixed a bug preventing a battle from stopping correctly after experiencing a


connection error during a multi battle
*Updated yawning animation
*Updated Shoutmon
*Added KingShoutmon, Akatorimon, Omnimon Zwart, Omnimon Alter-B, BlackGuilmon,
Spadamon, Burgamon, EbiBurgamon, and LargeBurgamon

3/12/20:

*After determining which evolutions are possible for a Digimon, evolutions will now
prioritize the difficulty property first and the total deviation between the
Digimon's current stats and the evolution's requirements second. If two or more
total deviations are the same, the evolution will only then be random.
*Added Deathmon, Beelstarmon, and Rockmon
*Updated Lucemon SM, Belphemon, and ShineGreymon
*Fixed a bug allowing interaction with the Digimon while paused
*Fixed a bug causing digimentals to not load correctly
*Fixed a bug preventing the select box from resizing correctly for digimentals

3/9/20:

*Added the following Digimon: BlueAegiochusmon, DarkAegiochusmon,


GreenAegiochusmon, HolyAegiochusmon, AncientGarurumon, AncientGreymon,
AncientMermaimon, AncientTroiamon, AncientBeetlemon, AncientIrismon,
AncientVolcamon, AncientWisemon, Arbormon, Ardhamon, Armamon, Arresterdramon SM,
Assaultmon, Atamadekachimon, Bacomon, BanchoGolemon, BanchoStingmon,
BattleTrailmon, BladeKuwagamon, Blimpmon, Blitzmon, Blizzarmon, Bokomon, Bolgmon,
Boogiemon, Calamaramon, Destromon, DexDorugamon, DexDorugoramon, DexDorugreymon,
Dinohumon, Dominimon, Fangmon, Ragnamon, Gigasmon, Gokuwmon, Grottomon, Gulfmon,
Monitamon HV, Hookmon, JetSilphymon, Jokermon, Karatenmon, KingWhamon, Kodokugumon,
Luminamon, MagnaKidmon, Mercuremon, NeoDevimon, Orochimon, Petaldramon, Petermon,
Phelesmon, Ranamon, Resshamon, ReverseWeddinmon, RhinoKabuterimon, Sagomon,
Shademon, Snatchmon, KingSukamon, Tinkermon, AnglerTrailmon, BallTrailmon,
BuffaloTrailmon, C89Trailmon, DarkTrailmon, FrankenTrailmon, KettleTrailmon,
MoleTrailmon, RacoonTrailmon, WormTrailmon, Chuchumon, Valvemon, Vemmon, Venusmon,
Volcdramon, Weddinmon, Yoyomon, Zephyrmon, Beowulfmon, NeoMyotismon, Ignitemon,
Raidenmon, Panbachimon, Diatrymon, and Murmuxmon

3/4/20:

*Fixed a bug where adventure hearts wouldn't display correctly after losing a
battle in adventure mode
*Updated the following sprites: ChaosGallantmon, MetalGarurumon V, Rosemon BM,
Valdurmon, GranDracmon, Neptuenmon, Chaosmon, Mastemon, Beelzebumon BM,
Imperialdramon FM, Imperialdramon PM, Paildramon, Dorugoramon, Lotusmon, Lilamon,
Sunflomon, Lalamon, Ouryumon, Hisyaryumon, Ginryumon, Ryudamon, XVeemon, Veemon,
Cherubimon, Cherubimon V, Andiramon, Turuiemon, Lopmon, MegaGargomon, Rapidmon,
Gargomon, Terriermon, Darkdramon, BanchoLeomon, RizeGreymon, WarGrowmon, Reppamon,
Growmon, Guilmon, Impmon

2/26/20:

*Removed references to evolution tree after closing

*Improved transition between the evolution tree and the main game menu in an
attempt to address a heap error
*Moved zone buttons to view

2/24/20:

*Personalities are now influenced more directly by how the Digimon is raised
between birth and the Adult/Champion stage and the random element was removed
*Caught exceptions for AttackEffect/Condition enum syntax errors
*Fixed a bug preventing the Digimon from resetting correctly when it hasn't visited
an adventure map yet

2/22/20:

*Modified the mouse-over visual effect for some buttons


*Added mouse-over behavior for some buttons that were missing it

*Fixed a bug causing health to only increase by winning battles in adventure maps

2/21/20:

*Fixed a bug where sometimes the dying animation would stall out
*Fixed a bug where the item a Digimon finds would remain on-screen
*Re-aligned the investigation validation text
*Fixed a bug where adventure life hearts would become distorted after losing a
battle
*Reset zone location to 0 on death

2/16/20:

*Fixed a bug where the surrender text wouldn't align correctly before the start of
a battle during a tournament
*Fixed a bug where the select arrow would sometimes appear over the Digimon during
animations
*Decreased the size of the trophy icon during the end of the tournament animation

2/14/20:

*Added mouse over/exit behavior to the generation history button


*Updated search bar's focus lost behavior

*Added keyboard support to clock speed setting and temperature setting


*Replaced conditions where there wasn't enough counterplay (Player/EnemyIs or
Higher/LowerHealth)
*Fixed battle style menu alignment
*Added mouse over/exit behavior for all buttons
*Added descriptions to habitats

2/12/20:

*Fixed a bug causing the host menu to go to the previous menu and causing the
background to sometimes disappear when pressing ctrl+v or v
*Fixed a bug causing the battle screen to sometimes appear superimposed over the
enemy

*Fixed a bug preventing the Digimon's sprite from changing after jogressing

2/11/20:

*Fixed a bug that disabled the keyboard after training and left behind the
attribute button
*Fixed a bug preventing the user from typing inside the search bar in the evolution
tree menu
*Fixed a bug where the search bar could process an empty string, resulting in an
error
*Fixed a bug where key events weren't being consumed correctly when the text field
cursor was enabled
*Fixed a bug where the cursor and string position weren't being reset when exiting
a menu

2/10/20:

*Fixed a bug where the text field wouldn't accept new input without pressing 'z'
after rejecting erroneous input
*Fixed alignment of surrender/escape menus and yes/no buttons

2/09/20:

*Added config options for Baby II and failed evolution need decay coefficients and
BM lapses
*Decreased failed evolution and Baby I's need decay coefficients
*Increased BM lapse of failed evolutions
*Reduced the minimum sleep time possible to 6
*Fixed a bug preventing the always on top setting from saving
*Updated Gizamon and Syakomon's requirements
*Fixed a bug where a digimemory would sometimes not load
*Fixed a bug where items could be owned with 0 uses available

2/06/20:

*Re-enables care mistakes if the Digimon requires different care than what
originally postponed the next care mistake
*Fixed a bug where the game would freeze if you earn a very low number of bits

2/05/20:

*Fixed a bug that sets item uses to 0 when the item is unowned for those that can
increase their number of uses
*Added a bitsWon option to the enemies.csv file

2/04/20:

*Fixed a visual bug when pooping and sleeping at the same time

*Dying will now wake the Digimon


*Fixed a bug where death could be skipped, resetting lapsed life to 0
*Possibly prevented some visual artifacts when changing menus and when
finding/receiving an item from the Digimon
*Added a configuration for how many clicks it takes to save the Digimon from death
*Fixed a bug where losing all hearts in adventure wouldn't display correctly
*Fixed a bug causing the game to freeze if the Digimon finds an enemy when
investigating twice in quick succession

2/02/20:

*Fixed bug causing Digimon to become sick when eating due to ghost poop
*Increased the chance of investigation in adventure mode and slightly decreased the
chance of finding items
*If the Digimon receives a care mistake and the call alert continues, it won't
receive another care mistake until about 1 hour has passed (configurable)
*Decreased chance of sickness on care mistake

1/31/20:

*Fixed a bug causing you to fight the zone boss twice if you gain a health point or
heart piece
*Fixed Mercurymon and Megidramon requiring less than 0 care mistakes
*Rebalanced injury chances for training:

> 5% with unhealthy weight, without vitamin


> 10% with unhealthy weight, without vitamin, and weak attribute

> 0.1% with healthy weight, without vitamin


> 1% with healthy weight, without vitamin, and weak attribute

> 0% with healthy weight, with vitamin


> 0.1% with healthy weight, with vitamin, and weak attribute

> 2.5% with unhealthy weight, with vitamin


> 5% with unhealthy weight, with vitamin, and weak attribute

1/28/20:

*If you gain a heart piece after battle, an animation will now always run
*Fixed a bug preventing the day's temperature forecast from changing when changing
habitats

*Fixed a bug where minute 0 was skipped for checking need decay

*Fixed Cyberdramon's sprite


*Implemented keyboard for training mini-games
*The top shield will now automatically be active in the data mini-game
*Clicking either shield will now switch to the currently inactive shield

1/26/20:

*Caught an exception thrown when exiting the evolution tree


*Caught an exception thrown when entering the evolution tree

*Adventure hearts are now recovered in town


*Fixed a bug where the Digimon's state would change both at the minute indicated in
the config file and at minute 0

1/25/20:

*Added settings to change field affinities


*Cleared search bar when focusing with keyboard cursor text editing enabled
*Updated Ludomon and Meicoomon's evolutions

1/24/20:

*Decreased the number of tournaments with a field or attribute requirement


*Added extra evolutions to characters with only 1 or 2
*Added evolution tree buttons to the keyboard cursor, fixing a bug that caused the
keyboard to interfere with the search bar

*Text can now be entered by cycling through letters using the A and B buttons
*Added a setting to disable keyboard cursor text editing (disabled by default)
*Fixed a bug preventing temperature from rising when set to 100
*Fixed a bug causing the game to freeze when attempting to fight a Digimon after
investigating in a town

1/21/20:

*Changed default keys temporarily to avoid interfering with text fields

1/19/20:

*Fixed a bug in which the menu would become disabled after an animation

*Keyboard alternative to mouse implemented (wip)


-Default keys z (cycle cursor) x (reverse cursor) c (enter) v (cancel)
-Change the keys in the config.csv file by inputting its keycode
*New games will start temperature out at 100
*Fixed a bug that prevented restarting after death in certain cases
*Baths will now decrease strength and increase energy

1/16/20:

*Fixed a bug causing instant death on the normal clock setting with time skip
disabled after 2 or more days have passed since a save file was opened

12/22/19:

*Added an optional jogress setting


*Fixed a bug preventing practice battle opponents from scaling correctly when
choosing an attack
*Added another line of information to error log entries
*Made items and food more descriptive
*Sometimes while traveling in adventure mode, your Digimon will ask to investigate
something, which will turn up an item, food, or an enemy

12/16/19:

*Digimon now have the option to use a special sprite for their attacks in
evolutions.csv
*Special attack sprites will be used in place of the older sprites during battle
*The special attack sprite sheet can be expanded indefinitely if the conventions
are followed
-attack sprites must be 24x24 and new rows or columns must have 3 pixels of space
in between sprites

12/14/19:

*Fixed an issue where NPC fights would sometimes never end

12/13/19:

*Increased winnings from tournaments


*Fixed a bug causing the game to stall after performing a time skip

12/9/19:

*Fixed a bug where changing travel speed wouldn't disturb the Digimon
*Digimon will sometimes give the player an item or food
- Items and food that can be given to the player are determined by the canGift
column in the items and food csv files
*Now correctly skips your turn when you fail to escape
*Fixed a bug that prevented the background from updating while in adventure mode
*Hid teaching icon while asleep
*Increased message readability

11/28/19:

*Added a search bar to the evolution tree


*Fixed bugs with windows' realignment
*Changed menu colors

*Flipped travel icon when traveling backwards


*Added config options for various time-based method calls
*Added a pause button to the set clock menu if time skip is disabled
*Now centers window after scaling
*Fixed a bug with scaling the user input menu

*Fixed bug that didn't scale frozen sprite correctly

11/21/19:

*Fixed a crash that occurred when the Digimon received a second fatigue penalty
*The Digimon will now be disturbed from sleep when a battle starts in adventure

11/15/19:

*Fixed a bug where strength was always 8 after loading a game


*Fixed a bug causing fatigue to occur if strength decreased while above the max
*Fixed a bug allowing the second adventure map to be selected

11/7/19:

*Perfect wins will now only increase if the Digimon has earned less than its max
health
*Added an option in settings to keep the game at the front of the screen at all
times

11/6/19:

*Added transition to pausing game


*Added feedback to saving game
*Added a config setting for jogress and digimental energy
*View how close you are to your next HP by clicking the HP bar in the stat menu
*Added an animation that plays when you get a new health point
*Digimon will now refuse before teleporting instead of after
*Updated error log to limit file size to 1 mb, list date and time more clearly, and
record less information

10/30/19:

*Fixed a bug causing the game to crash when entering a tournament

10/29/19:

*Fixed a bug causing the game to crash when restarting


*Fixed a bug causing the Digimon to refuse when dead
*Updated Flymon's evolutions

*Hotfixed bug cancelling out digimemories from last build


10/17/19:

*Fixed a bug with the life change animation


*Fixed Monitamon's evolutions
*Refactored config file abstraction
*Added config file options
*Removed the Empty attack effect

10/10/19:

*Fixed a bug preventing certain sprites from being replaced with a lock icon in the
evolution tree
*Fixed a bug preventing new games from loading the config file
*Fixed a bug preventing certain evolutions from being unlocked

10/9/19:

*Refactored evolution tree saving/loading


-Replace your tree.sav file in DVPet/files/saves/Shared with the one included in
the update files to have a completely unlocked evolution tree

10/3/19:

*Fixed a bug in which you could use a weaker version of a Digimemory after refusing
*Fixed a bug causing weaker consumables to be indefinite for subsequent items
*Fixed a bug causing a Digimemory to use vaccine power for virus power inheritance

10/2/19:

*Improved sound performance


*Fixed a bug causing an egg or grave to react to the weather
*Updated map and zone abstraction
*Fixed a bug preventing inheritance data from transferring correctly
*Fixed a bug causing filth to disappear while reacting to the weather

10/1/19:

*Fixed a bug preventing the evolution tree from scaling correctly

*Added Chibickmon, Pickmon, Kozenimon, Monimon, Ballistamon, Dondokomon, Musyamon,


Sparrowmon, Cutemon, Sutamon, MetalGureimon, Gureimon, ZekeGureimon, MailBirdramon,
Shoutmon DX, Calumon, SkullKnightmon, DeckerGureimon, Axemon, Daipenmon, Zenimon,
Ganemon, AtlurBallistamon, RaptorSparrowmon, JagerDorulumon, ShootingStarmon,
Beruzebumon, Gaossmon, Monitamon, Deckerdramon, KnightChessmon W, KnightChessmon B,
RookChessmon, BishopChessmon, QueenChessmon, KingChessmon, Dorulumon

9/24/19:

*Updated game engine


*Added TonosamaMamemon, Argomon VI, Blastmon, Parasimon, Demon VII,
UltimateChaosmon, Dexmon, Chronomon DM, Chronomon HM, Butenmon, Hyokomon, Buraimon,
Locomon, Crossmon, Baihumon, Azulongmon, Chakmon, Quartzmon, Ebonwumon, Fujinmon,
Lampmon, BanchoLilymon, Suijinmon, Huanglongmon, Witchmon, Babamon, Mermaidmon,
Mummymon, Sanzomon, Kazemon, Aegiochusmon, Tinmon, Jupitermon, Aegiomon, Shakamon,
Jewelbeemon, Reapermon, MetalPiranimon, ClavisAngemon, Anubismon, Zanbamon,
Spinomon, Ornismon, Kyukimon, Regulumon, Callismon, Raijinmon, Brachimon, Jazamon,
CrysPaledramon, Blucomon, Paledramon, Seasarmon, Metallicdramon, Vulcanusmon,
Junomon, Bagramon, Marsmon, Pillowmon, Zhuqiaomon, Vajramon, Vikaralamon,
Pajiramon, Makuramon, Sinduramon, Majiramon, Sandiramon, Caturamon, Mihiramon,
Indramon, Kumbhiramon, AncientMegatherimon, Parallelmon, Sirenmon, Sephirothmon,
Strabimon, Flamon, Metamormon, Petitmamon, Neemon, Yakiimon, Olegmon, Dorbickmon,
Tactimon, Splashmon, Zamielmon, Splashmon DM, Shortmon, Gravimon, Mephistomon,
Surfimon, Ekakimon, SkullScorpiomon, Bacchusmon, Grizzlymon, Gundramon, Gladimon,
Snimon, MaloMyotismon

8/28/19:

*Fixed a bug causing the free will bonus to not apply to your opponent in multi
battles
*Changed the sprite used during the pooping animation

8/27/19:

*Fixed a bug where the game would try to read an empty entry for generation history
*Fixed a bug that occurred when checking whether shops were open

*Fixed a bug causing the screen to turn black until the next daylight check
(approximately every 10 in-game minutes) when changing habitats

8/19/19:

*Fixed a bug in which the town background was available for purchase

8/18/19:

*Reduced chance of fleeing in battle


*Reduced likelihood of refusal while walking
*Added a battle style option from the battle menu
*Free battle style will allow the Digimon to attack without your orders
*Free battles will increase your Digimon's power slightly during battle and
increase its stat gain after battle
*Giving your Digimon orders during battles will increase obedience more after the
battle ends
*Digimon's battle AI is determined by the number of battles it's won (every 15 wins
it will update its AI)
*Attribute numbers are now displayed without obfuscation

8/15/19:

*Click your Digimon quickly while it's dying to extend its life - becomes more
difficult after the first time
*After failing evolution, needs decay is now calculated using a natural exponential
function (y = b*(e^(-a*x))) where b = 60, x = lapsed life - growth period, and a =
0.000002
*Needs no longer decrease after every 30 minutes when geriatric
*Baby and Baby II stages now decrease strength and hunger needs after every 30
minutes
*Disabling time skip will now still advance the clock but not the Digimon
*Digimon now start on zone 1 of the current map after dying
*Zone tickets will now transport the Digimon to that zone's town instead of to the
start of the zone
*Added a generational tree accessed from the evolution chart when your first
Digimon dies
*The generational tree will show previous incarnations' max age on death and their
evolution history

8/06/19:
*Added items to transport the Digimon in adventure mode
*These items can transport the Digimon to the current zone's nearest town, nearest
boss battle, or to a different zone altogether
*Items that trade attribute power are now more potent

8/05/19:

*Some inheritance data may be left behind on death depending on how well the
Digimon was raised
*Inheritance data is single use and is replaced on death by new data
*Vaccine, data, virus, and lifespan may increase when using this item based on how
well the Digimon was raised

7/26/19:

*Increased battle immunity while idle based on clock setting


*Fixed issue where the program would sometimes hang when restarting view

7/25/19:

*Fixed a bug causing the game to crash after returning from the evolution tree with
a default background
*Increased calories burned from training

*Fixed a bug preventing light levels from changing in adventure mode with a default
background

*Fixed a bug in which the direction arrows in zone detail would switch travel
direction regardless of arrow pressed
*Fixed a bug causing incomplete but visited zones to be skipped
*Fixed a bug preventing background from changing after leaving and re-entering a
zone

7/24/19:

*Fixed a bug that allowed users to advance to the purchase habitat menu while the
shop was closed
*Added a recovery item to increase "life" in adventure mode
*Increased Baby I total lifespan to 36 hours
*Light levels will no longer be affected by time of day in the default habitat
*Inverted obedience bar for consistency
*Can no longer run from practice battles as a result of disobedience
*Practice battles now cost only 1 energy, max
*Fixed a bug in which the card shop background wouldn't update
*Fixed a bug in which random encounters would still occur after death
*Moved cursor over button during vaccine training
*Fixed the position of the bits label after a tournament
*Added a bath item to recover stress
*Retuned enthusiasm into a stress-like balance mechanic
*Added icons for attack and surrender
*Replaced surrender with escape during wild encounters
*Digimon may now refuse jogress, surrender/escape, or may stop traveling based on
obedience
*Divided the game into the Digimon's home computer and the Digital World, and
included the ability to travel between the two
*Wild encounters can now occur while idle in adventure mode and occur more often
while traveling or at night
*Adventure zones now change the game's background depending on current location
*Added towns and a town background in adventure mode, which allows the use of shops
and tournaments in the Digital World
*Reduced the number of products available in a shop and randomized each shop's
inventory daily (travel to a different town or visit your home's shop for a
different inventory)
*Each town and your home randomize available tournaments daily
*Added a new zone menu, displaying Digimon's "life," current location, and
traveling direction
*Each battle lost in adventure mode reduces life by 1. Falling to 0 life will send
the Digimon back to the nearest town or the start of the zone, whichever is closer.
Recover life by using an item or beating the zone's boss.
*Disabled the ability to switch between previously-visited zones at will. Travel
between zones by foot or by using certain items (items currently unimplemented)
*Improved sprite performance

4/27/19:

*Fixed a bug preventing you from restarting a zone you'd previously visited

4/25/19:

*Fixed a bug causing a discipline call to sometimes occur while asleep


*Reduced the starting sleep lapse of the Baby II stage and woke them up

*Fixed a bug preventing a Digimon's favorite food from changing


*Fixed a bug preventing a tournament from ending correctly when a Digimon dies

4/24/19:

*Changed click event for data training


*Added a dodge animation when an attack does no damage
*Fixed a bug that sometimes caused digimentals not to appear in your inventory

4/23/19:

*Fixed a bug preventing tourney battles after reentering a tourney


*Fixed a visual bug making opponents' sprites small

*Fixed a bug preventing training after scolding

*Moved the settings.sav and tree.sav files into a shared folder


*Added new consumables with multiple uses
*Added Digimentals - unlocked by defeating certain bosses in adventure mode
*Added Depthmon, Flamedramon, Gargoylemon, Honeybeemon, Kangarumon, Magnamon,
Raidramon, Sagittarimon, Sethmon, Yaksamon, Archelomon, Bullmon, Kongoumon,
Nohemon, Owlmon, Puchiemon, Coatlmon, Searchmon, Togemogumon, Butterflamon,
Goatmon, Kabukimon, Lynxmon, Maildramon, Nefertimon, Opossummon, Bitmon, Swanmon,
Tylomon, Allomon, Flybeemon, Holsmon, Harpymon, Moosemon, Orcamon, Peacockmon,
Rinkmon, Shurimon, Tocanmon, Boarmon, Chamelemon, Digmon, Elephamon, Frogmon,
Pteranomon, Seahomon, Sepikmon, Sheepmon, Submarimon, Baromon, Mantaraymon,
Mothmon, Pegasmon, Pipismon, Ponchomon, Prairiemon, Rhinomon, Stegomon,
FlameWizarmon, GoldRapidmon, Kenkimon, Salamandamon, Thunderbirdmon

4/11/19:

*The user's temperature goal will now be saved


*Hid cursor when changing temperature

3/31/19:
*Fixed a bug that prevented an online battle from ending when the opponent has run
away

3/22/19:

*Changed the way energy bonuses work with weather


-energy bonuses are now based on whether the Digimon likes the
weather (depending on whether they're Deep Savers for rain or depending on
their ideal temperature range for snow - all others prefer clear or cloudy
weather)
*Updated backgrounds to become "habitats" with new mechanics
-each habitat has its own temperature ranges and chance of
precipitation based on season (these values can be modified in the
habitats.csv file)
*Added a default habitat
-this habitat has no weather and its temperature can only be changed
manually
*Added shop and inventory buttons to the praise/scold screen to purchase habitats
and items (items currently unimplemented)

3/15/19:

*Possible fix to bug in which the screen would sometimes go blank after the Digimon
wanted to surrender

3/14/19:

*Fixed a bug in which going back from the attack description menu would sometimes
send the user to the battle attack menu
*Possibly fixed a bug in which sometimes the Digimon would not disappear when a
message is displayed during battle

3/6/19:

*Fixed a bug in which the game would freeze when checking temperature at higher
clock speeds

*Fixed a bug in which temperature wasn't set properly when starting a new game
*Fixed a bug in which the ideal temperature didn't exist in certain cases
*Fixed a visual bug in which the warming up arrow was too far to the right

3/3/19:

*Possibly fixed a bug in which the player couldn't go back from the trophy details
screen
*Fixed a visual bug that cut off part of the season label
*Fixed a bug in which natural evolutions weren't populated correctly
*Reordered some requirements in the evolution tree menu

2/26/19:

*Digimon with low obedience will not always obey your orders during battle (AI used
is based on Digimon's disposition)
*Digimon with low obedience may ask to surrender the battle when it goes poorly
(surrendering in this way will increase the Digimon's mood but decrease its
obedience; not surrendering will decrease mood but increase obedience)
*Digimon with low obedience may escape from the battle if it goes poorly (scold
afterward to increase obedience)
*Practice battles no longer increase attributes when won or increase battle count
or wins (they will still contribute to increasing max health)
*Practice battles will increase obedience when won
*Random AI type should no longer choose an attack with 0 attribute power
*Added temperature
-Dependent on season, weather, and time of day
-Each specie has a preferred temperature range; staying within the range
increases mood; falling 30 points above or below reduces mood
-Some evolutions may require the majority of time spent in a certain
temperature range
-Certain food may affect temperature
-View the current temperature from the clock menu
-Click the season/temperature icon for a more detailed view of the current
temperature
-Click and drag the temperature bar to change the temperature over time (when
temperature is in the process of changing, an arrow will point to the left or right
depending on which direction the temperature is headed)
*Added ice cream and soup

*Updated the way Digimon react to weather to be based on temperature as well


*Added temperature requirement to the evolution tree menu
*Updated the ideal temps for certain species

2/19/19:

*Fixed a bug where the Digimon would be visible with the lights off
*Possibly fixed a bug where the Digimon would appear above its grave after death
*Removed the limit on evolutions
*Added icons describing special evolution requirements to the evolution tree menu
(X-Antibody, Xros, and icons for each digimental)

2/17/19:

*Added a setting in config.csv to enable/disable the time skip


*Added Gumdramon, Mikemon, Ophanimon FM, Seraphimon FM, Phascomon, Ludomon,
Vorvomon, TiaLudomon, Lavorvomon, Procupamon, MadLeomon, Shadramon, Troopmon,
Arresterdramon, Manbomon, Targetmon, Astamon, Baalmon, DarkKnightmon, RaijiLudomon,
Lavogaritamon, Ogudomon, Bryweludramon, RagnaLordmon, Volcanicdramon, Ordinemon,
Alphamon: Ouryuken, Rafflesimon, Voltoboutamon, Meicrackmon VM, Raguelmon
*Updated Seraphimon and Ophanimon's sprites

2/13/19:

*Replaced IsJogress parameter with SpecialEvolution parameter (Jogress replaces


TRUE / None replaces FALSE in evolutions.csv)
*Made weather effects more transparent
*Tweaked Meramon's sprite
*Tweaked idle animation
*Fixed a bug in which health changes caused by effects and conditions weren't being
applied additively
*Fixed a bug in which an extra "and" in the attack description would appear when
the effect or condition was multiplied
*Fixed a bug in which the heal effect wouldn't work
*Added an extra heal animation
*Added Arukenimon, Omekamon, SlashAngemon, BanchoLeomon BM, Ceresmon, Betsumon,
UlforceVeedramon FM, Argomon, Beastmon, Liamon, Liollmon, LoaderLiomon,
MetalPhantomon, Shoutmon, Darcmon, Gwappamon, JumboGamemon, Kimeramon, Labramon,
MedievalGallantmon, Milleniumon, MoonMilleniumon, ZeedMilleniumon, OmniShoutmon,
Parrotmon, Shawjinmon
1/29/19:

*Fixed an issue with java memory and tournaments at largest scale

*More sound optimization


*Added an errorlogs.txt file to the game's files folder to record game errors

1/27/19:

*Can now view tournament details when closed


*Added 5 AI types to enemies in battle
-AI is randomized during tournaments and wild encounters to be either
random, "brute force," or "smart" - there are 3 varieties of "smart"
-AI for bosses in adventure is always one of the 3 "smarter" AIs
*Added a new effect and condition that checks if the enemy or player Digimon is a
particular attribute/field
*Adjusted tournament winnings
*Fixed a bug in which enemies sometimes weren't randomized correctly for
tournaments
*Optimized sound clips slightly
*Tourney page now starts at current time if applicable

1/12/19:

*Fixed a bug in which the opponent's name wasn't sent during multiplayer
*Added special effects for 2 out of a Digimon's 3 attacks
- The only attack without a special effect is the attack representing
the Digimon's attribute
- Each effect will be applied based first on the order in which each
Digimon attacks during battle
- Effects are applied before damage is taken/dealt (Except when
absorbing/leeching health)
- Effects will only apply if certain conditions are met or if the
opponent's attack doesn't disable the Digimon's effect
- Each attack can only have one effect, but each effect may have more
than one condition
- Effects and conditions as listed below can be added to the
evolutions.csv file by following the same syntax

- The following is a list of effects:

Increase player's attack by 1 damage:


AttackUp

Decrease opponent's attack by 1 damage:


DefenseUp

Opponent and player both deal max 1 damage:


Weaken

Opponent does 0 damage and player does max of 1 damage:


DisableAttack

Opponent's attack effect is disabled:


DisableEffect

Adds one attack to player and subtracts one attack from opponent
- user of this effect always attacks second:
Counter

Always attack first/second:


First/Second

Gain 1 health when dealing damage and deal 1 extra damage:


Leech

Absorb 1 health point from opponent's attack (remove 1 damage from


opponent's attack and add 1 health to player):
Absorb

Forces opponent to use specified attribute:


ForceOppVaccine,
ForceOppData,
ForceOppVirus

-The following is a list of possible conditions:

Effect applies if opponent is specified attribute:


EnemyVaccine,
EnemyData,
EnemyVirus

Effect applies if opponent is specified field:


NSP,
NS,
DR,
DS,
WG,
DA,
NA,
JT,
ME,
VB

Effect applies if opponent uses specified attribute:


AttackVaccine,
AttackData,
AttackVirus

Effect applies if player's attribute power/total power is weaker than


opponent's:
VaccineWeaker,
DataWeaker,
VirusWeaker,
PlayerWeaker

Effect applies if player's attribute power/total power is stronger


than opponent's:
VaccineStronger,
DataStronger,
VirusStronger,
PlayerStronger

Effect forces player to attack second:


ForcePlayerSecond

Effect applies only if player/opponent attacks first/second:


PlayerFirst,
PlayerSecond

Sacrifice 1 attack/defense/health to apply effect:


SacrificeAttack,
SacrificeDefense,
SacrificeHealth

Effect applies if player's health is lower/higher than opponent's:


LowerPlayerHealth,
HigherPlayerHealth

Effect applies if player's/opponent's health is 50% or lower:


HalfPlayerHealth,
HalfOppHealth

Effect is multiplied by 2 or 3 where applicable:


EffectTimesTwo,
EffectTimesThree

All conditions are multiplied by 2 or 3 where applicable:


ConditionsTimesTwo,
ConditionsTimesThree

1/10/19 (Version 1):

*Added a Sleeping Pill, a Caffeine Pill, and 3 foods that increase attribute power
slightly
*Jogress Digimon can now be reached without requiring a jogress
*Updated the attack menu to display enemy and player attack names and information
- Can also view player attack names and information from the status screen
*Updated roster animations
*Added a background when in the shop menu
*Chance of refusing to enter a tournament is now the same as a chance of refusing
to battle

1/5/19:

*Added a food shop and player inventory


- Spend money earned through the tournament to purchase items that have
special effects on a Digimon
- The shop is open between 6 a.m. and 11 p.m. (according to clock in-game)
- Click on an item to view its description and again to use or buy it
(depending on whether you're in the shop or inventory)
- The player's inventory can hold a maximum of 99 of each item type
- The maximum amount of currency a player can hold is 999,999

12/22/18:

*Fixed a bug in which multi battles would become desynced


*Added Tournaments to the battle menu
- Tournaments will earn the player bits, which will be spent in the upcoming
shop
- Earned bits are based on how many of a certain evolution stage is in the
roster
- Specific trophies have certain requirements based on the Digimon's field,
max age, or whether the player has won another trophy in the past
- Specific trophies will only be available at specific times of the day
- After each battle, the next in the roster won't occur until after the
Digimon has fully recovered
*Simplified stats. Each attribute's power level now only affects attack and defense
against the opponent's corresponding attribute

8/10/18:

*Fixed a bug in which certain icons weren't hidden during training game

*Added Kogamon, Kotemon, Bearmon, Monmon, PawnChessmon W, PawnChessmon B, Swimmon,


and KoKabuterimon
*Chance of retaining energy now only triggers if not unhappy

8/3/18:

*Updated the following sprites: ShellNumemon, Imperialdramon, Justimon, Sleipmon,


Amargemon, Diaboromon, Granlocomon, Minervamon, Gaioumon, Megidramon, Antylamon,
Antylamon V, Silphymon, Yatagarmon, Tyilinmon
*Added Commandramon, Sealsdramon, Tankdramon, Dobermon, Cerberumon
*Fixed a bug in which opening the evolution chart would crash the game
(happy/unhappy gifs no longer exist)

7/29/18 (Version 2):

*Fixed a bug in which the save icon would not be hidden

*Replaced gifs with in-engine animations


*Possible fix to hatching-related bugs
*Decreased chance of worse sickness/injury when walking/running
*Possible fix to incorrect enemy sprites in adventure mode
*Updated battle attack animation

7/28/18:

*Fixed a bug in which the sleepiness label was innacurate


*Lights will now be checked more quickly after exiting a menu
*Fixed Arkadimon II's sprite
*Updated a background
*Added save/exit icons
*Refactored graphics engine
*Fixed a bug with the boss death animation at higher scales
*Fixed a bug in which clicking on the feed menu while the Digimon is eating and
then clicking the back button would reset the eating animation

7/9/18 (Version 1):

*Removed references to default max energy


*Updated awake/sleep limits to include factors of max energy and energy gain per
hour slept
*Added EnergyGain to the config.csv file, which affects how much energy the Digimon
gains each hour slept - the amount of time slept and awake will be affected by how
quickly you gain energy. For example, 24 max energy with 0 current energy at 2
energy per hour will have the Digimon sleep 12 hours. However, with 6 energy per
hour the Digimon will only need to sleep 4 hours
*Added variables to the config.csv file that changes when a Digimon evolves and how
much of an increase to lifespan it receives upon evolution
*Updated strength heart decay while asleep to be quicker if hearts are above four
*Added variables to config.csv that changes the maximum/minimum sleep possible
*Fixed a bug in which jogress would fail for the host but succeed for the connector
if the host received an error and then re-hosted
*For child stage or older, Digimon with no attribute will receive a training bonus
to the attribute they prefer (normal conditions apply)
*Increased number of Digimon with no attribute
*Readjusted the label for morning to try to make it more differentiable

6/22/18 (Version 2):

*Fresh/In-Training now decrease strength hearts to 3 if above 4 while sleeping


normally (in addition to when napping)

*Can now leave battle menus by clicking the battle icon


*Added a fourth clock speed (1 game second for every 0.04 real seconds)

6/15/18:

*Fixed a bug that reset eating animation when right-clicking screen


*Refactored sound class to improve performance

6/14/18:

*Small optimizations

6/12/18:

*Added speed option half that of the fastest option


*Character position will no longer reset when unpausing

*Now hides java frame between main screen transitions


*Reduced the amount of energy lost when injured
*Reduced opacity of darkness overlay for weather
*Updated time-to-sleep icon
*Clicking the status menu button will now close the menu. Clicking the screen while
in a status menu will now cycle through the menus. Right clicking will cycle
through the menus in the opposite direction
*Cancel feeding animation by clicking the screen. While eating, click the feed or
vitamin buttons to feed again. After eating something other than a vitamin, the
screen will now redirect to the feed menu

5/6/18:

*New icon on energy menu shows for how long the Digimon will be awake/asleep
*Added options to the config.csv file to change the chance of a personality effect
occurring and an option to change for how long Baby I/II are awake/asleep
*Added a setting to the settings menu to stop the application from refocusing when
the Digimon needs attention
*Hourly sleep check now occurs after BM gauge check
*Added an animation to give visual feedback for time until asleep (will trigger at
any time during the hour before falling asleep)
*Added an animation while in weather

4/6/18:

*Fixed a bug in which Baby I or geriatric Digimon would become hungrier after a
time skip
*Lowered the chance of restless/lazy Digimon sleeping less/more respectively

3/31/18:

*Increased the number of jogress-only evolutions


*Fixed a bug in which jogress would check against the wrong name, preventing
jogress
*Fixed a bug in which returning to the menu from the Host name screen wouldn't
return the screen to normal
*Fixed a bug in which the Host name couldn't take anything longer than 7 characters
*Added additional variables to the config.csv file. You can now easily modify the
following variables: weight threshold, injury and sickness length, geriatric age,
random encounter chance, maximum strength, maximum time before pooping, maximum
energy, refusal chance, and discipline call chance

3/28/18:

*Improved the accuracy of the in-game clock


*Possibly fixed a bug that caused the screen to progressively darken whenever you
open and close the evolution tree
*Press the period key on your keyboard while the debug menu is in focus to advance
time by 10 minutes. Press the comma key on the left to decrease time and increase
lifespan by 10 minutes.

3/27/18:

*Improved the accuracy of the in-game clock slightly


*Added a new file for modding to the .jar called config.csv. Change the EvolHint
value to TRUE in order to see a locked Digimon's evolution requirements
*Replaced Dorugoramon's sprite with the official version
*Added Arkadimon V, Arkadimon VI, Valdurmon, EmperorGreymon, GranDracmon,
Goldramon, Neptunemon, PileVolcamon, MagnaGarurumon, Megidramon, Mercurymon,
Ouryumon, TyrantKabuterimon, Gallantmon CM, Chaosmon VA, Susanoomon, and Duftmon LM

3/25/18:

*Fixed a bug in which skipping time for 1+ hours and 30+ minutes would add an
additional hour to the clock

3/24/18:

*While asleep normally, Digimon will now take twice as long to lose hunger and
strength
*Fixed a bug in which strength decay wasn't correctly differentiating between
normal sleeping and naps
*When evolving to the Baby II stage, the Digimon will disregard time slept in Baby
I

3/23/18:

*Fixed a bug in which weather wouldn't be displayed correctly after entering and
exiting the evolution tree menu.
*Possibly fixed a bug in which the screen would become progressively darker each
time you entered and exited the evolution tree menu.
*Lowered the maximum screen darkness possible
*Fixed a bug in which changing the clock wouldn't immediately change screen opacity
based on time of day
*Changed the calculation of elapsed seconds to improve accuracy

3/16/18:

*Fixed a bug with the time skip algorithm when loaded at midnight.
*Fixed a bug with the time skip algorithm when a calendar day has passed and the
new hour is less than the old hour
*Placed a limit on the opacity level for screen darkness to prevent the screen from
becoming too dark.
*Lowered the number of times the debug menu is updated in a second

3/11/18:

*Re-enabled the debug menu. Enable/Disable it by entering the following keys from
the start menu: Up, Up, Down, Down, Left, Right, Left, Right, B

*Changed base injury chances for training


> 10% with unhealthy weight, without vitamin
> 15% with unhealthy weight, without vitamin, and weak attribute
> 0.3% with healthy weight, without vitamin
> 1% with healthy weight, without vitamin, and weak attribute
> 0% with healthy weight, with vitamin
> 1% with healthy weight, with vitamin, and weak attribute
> 2.5% with unhealthy weight, with vitamin
> 5% with unhealthy weight, with vitamin, and weak attribute
*Added more different random encounters to adventure mode

3/10/18:

*Evolution animation no longer occurs if evolution fails


*Lowered HP of Zone 1 and Zone 2 Digimon opponents
*Lowered chance of discipline calls
*Lowered chance of weather in spring
*Attribute power levels are now tracked in multiples of 10 on the status menu
*Added a thunder effect to heavy rainstorms

3/5/18:

*Fixed a bug in which the steps menu would show a display for the incorrect zone.
*Rebalanced evolutionary requirements slightly to differentiate between evolutions
better
*Tweaked the chance of weather occurring
*Made cloudiness slightly brighter

3/3/18:

*Fixed a bug in which bonus could fall below 0 and take life from your Digimon
instead of giving it on hatching/evolution
*Changed weather to vary by intensity and to transition between intensities over
time

*Fixed a bug in which weather sounds would sometimes persist after the weather
ended

3/2/18:

*Added weather
*The Digimon will train more effectively in clear weather. Inclement weather has no
adverse effects.

*Fixed a bug in which a Digimon would hatch with fatigue


*Lowered the amount of time it takes to recover from sickness or injury
*Added a visual indication of the time of day to the main display screen
*Fixed the flush animation at higher scales

2/28/18:
*Made modding eggs and Baby II Digimon easier
*Add a new egg onto the end of the eggs.png file, following the dimensions and
margins of the other images in that same file
*The background picture is determined by the file named "egg[Baby I's egg type
divided by 3]Back.png" - the egg type variable is the same as the one entered into
the csv file for the Baby I Digimon that hatches from your new egg
*If you enter a Digimon name into the NaturalParent column in the csv file, the
game will add a Digimon without a time requirement. This was originally made so
that the same Baby II Digimon can have two different requirements depending on who
it evolves from. Now that it can be modded, there would be little reason to use it
for other evolutionary stages, but it shouldn't break anything.
*Added the unlocked column to the csv file, which allows you to set whether the new
Digimon you add are unlocked in the evolution tree by default
*Reduced the chance of injury when healthy and without a vitamin to .1%
*Digimon now receive a final bonus when you restart the game based on their total
stats, battles, obedience, mood, stage, and mistakes. This bonus will make it a
little easier to raise the new Digimon.
*There is no longer a limit to bonus inheritance

2/26/18:

*Updated Raptordramon's sprite


*Added Arkadimon IV, Vritramon, Garummon, CatchMamemon, Grademon, SkullSatamon,
Dinobeemon, Hippogriffmon, Volcamon, Matadormon, and Hisyaryumon

2/25/18:

*Added Arkadimon III, Lobomon, Agunimon, Golemon, Sangloupmon, Strikedramon,


Hudiemon, Raptordramon, and Ginryumon

2/24/18:

*Small adjustments and tiny bug fixes to a variety of things.


*Added Arkadimon I, Arkadimon II, Dracmon, Ryudamon, Monodramon, and Fanbeemon

2/21/18:

*Baby I and Baby II will now fall asleep sooner


*Baby I and Baby II can no longer train as much before becoming fatigued.

*Made obedience more important when calculating refusal chance

2/13/18:

*Fixed a bug in which clicking the egg icon when starting a new game would cause
the egg to disappear.
*Limited save file lengths to 7 characters. If your save file is longer than 7
characters, you will have to change its name in the program's files/saves folder
before you can load it.
*The save name can now only contain letters.
*Fixed a bug in which the clock on the set clock menu would reset after changing
window scale.
*Fixed aesthetic bugs related to the placement of the set clock icons and numbers.
*Fixed a bug with slow clock in which an in-game second was longer than a real
second.

2/9/18:
*Improved performance slightly.
*Added an animation when completing a map.
*Fixed a PvP battle bug in which whether a player attacked first wasn't calculated
correctly.
*Fixed a bug in which the shell color wouldn't be loaded correctly at higher
scales.
*Prevented players from entering "tree" as a save or load file name

2/3/18:

*Fixed a visual bug in which restarting the game wouldn't change the sprite to an
egg
*Normalized text fonts

2/2/18

*Rebalanced refusal chance so that the best conditions for non-favorite


interactions will result in a 1% chance of refusal

*Fixed a bug in which favorite food wasn't unlocked if hunger was above 4

1/31/18:

*Fixed a visual bug in which elements on the attribute status page were displaced
at larger scales
*Compliance no longer has the chance of lasting more than once

*Inverted obedience bar so that the white space now measures obedience

*Fixed a visual bug when rendering training opponents

*Fixed a bug in which your opponent would become invisible during battle
*Fixed a bug in which the scold window would open after changing travel speed to 0

*Added an animation upon defeating a zone boss


*Fixed a visual bug with the health bar that occurred when health points dropped
below 0
*Lifespan increases after evolution are now added onto instead of replacing current
lifespan

1/30/18

*Added an animation for medicine and bandage actions


*When not sick or injured, pressing the medicine or bandage buttons will play the
error tone

1/17/18

*Added Coronamon, Lunamon, Meicoomon, Firamon, Lekismon, Meicrackmon, Flaremon,


Crescemon, Rasielmon, RustTyrannomon, Apollomon, Titamon, Aegisdramon, KingEtemon,
CresGarurumon, Omnimon S, and GraceNovamon

1/14/18

*Fixed Gabumon V's evolution requirements


*Added Kuramon and Tsumemon
*Removed Keramon from DemiMeramon and Pagumon and added it to Tsumemon
*Made the vaccine minigame easier to play with a mouse
*Fixed a bug in which training success was calculated twice
*Added a menu displaying current HP and attribute power
*HP bar changed to measure as a percentage of max health

1/12/18

*Probability has been disabled as a variable for evolution. Bonuses earned from
effective care now only affect lifespan

*Fixed running animation


*Digimon will now try not to walk in poop
*Fixed a bug that affected how long the scold window would stay open
*Added a "teaching opportunity" icon, which indicates when your Digimon will get an
obedience boost from praising or scolding (depending on what triggered the icon)

1/11/18

*Depending on what you feed and in what/when you train your Digimon, its favorites
may now change over time.
*Can no longer evolve normally to a jogress-specific evolution. Each partner in a
jogress must now be different.
*Removed the jogress requirement from some Digimon

1/4/18

*Added a menu to display personality type, favorite time, favorite food, favorite
attribute, and current obedience level
*A Digimon's favorites will be displayed on this menu after you have fed or trained
in a favorite at least once
*After scolding, the Digimon will now have the chance of obeying you for subsequent
actions instead of just the first (based on personality and obedience level)
*Improved optimization
*Changed rendering logic
*Fixed a couple bugs related to display and mood evolutionary requirements
*Fixed a memory error

1/1/18

*Fixed a bug in which Baby I Digimon could not evolve

12/22/17

*Added modability for adventure mode


*Fixed a bug with the display of current steps

12/20/17

*Added Minervamon, Valkyrimon, Gaiomon, Mastemon, Ebemon, Lotusmon, GranLocomon,


TigerVespamon, and Dianamon

12/15/17

*More likely to refuse when unwell (sick, injured, fatigued)


*Changed training refusal chance based on a factor of energy and current strength
hearts
*Fixed a bug related to refusing and favorite time of day
*Fixed a bug preventing you from training/feeding when strength/hunger is at 0

12/06/17
*Added Duramon, Durandamon, SaviorHackmon, and Jesmon
*Updated sprites to better indicate how exhausted the Digimon is
*Removed EggTypeValue and Key in favor of a more succinct variable

12/05/17

*Fixed a number of animations

*Fixed an animation bug when battling


*Changed the likelihood of refusing food based on a ratio between hunger and
stomach capacity
*As you train your Digimon more, it will appear visibly more exhausted.
*Sped up some animations

*Fixed Chuumon and Lucemon's sprites

12/04/17

*Changed rendering speed

*VPet's window coordinates are now remembered between screens


*Fixed a bug in which VPets set to a higher scale would get stuck in their idle
animation
*Digimon are now more interested in eating more of their favorite food
*Likelihood of refusing food now scales with how much the Digimon has eaten so far
*Changed energy menu to show each individual tick

11/25/17

*Fixed Ravmon BM's sprite

*Changed the font to something more appropriate for the game's aesthetic
*Realigned several elements
*Fixed a bug in which a call could occur for no reason while asleep

*Fixed a series of bugs related to how long scolding could be effective


*Added a new way to increase obedience. The Digimon may call out for no reason
based on its current obedience when obedience is less than 50. Scold it when this
occurs to increase obedience.
*Changed all Digimon with obedience requirements greater than 95 to greater than 75
(which is the level when the Digimon changes its visible reaction to being scolded)

11/22/17:

*Changed Dokunemon's requirements to avoid a collision with Kunemon


*Rearranged evolution tree to make more room for longer names

*No longer cheer after training


*Changed the way evolutions are stored. Makes them easier for me to work with but
also makes them easier to mod for other people.
*Added Fugamon, Hyougamon, Soulmon, Pidmon, Sorcerimon, Waspmon, IceDevimon,
Gururumon, Garurumon (Black), BlackGrowmon, Youkomon, DarkRizamon, MoriShellmon,
Zassoumon, MudFrigimon, Mojyamon J, NiseDrimogemon, SandYanmamon, Growmon (Data),
Kuzuhamon, ChaosDukemon, MetalGarurumon (Black), GigaSeadramon, ClearAgumon,
ToyAgumon (Black), Shamamon, SnowGoburimon, Psychemon, Solarmon, Gabumon (Black),
Aruraumon, Elecmon (Violet), ModokiBetamon, Muchomon, Otamamon (Red), Dokunemon,
BlueMeramon, Wisemon, SuperStarmon, CannonBeemon, MasterTyrannomon, Panjyamon,
WereGarurumon (Black), MegaKabuterimon (Blue), BlackWarGrowmon, Doumon, Vermilimon,
and WaruSeadramon
*Changed Agumon's sprite to the 2005 version
*Changed SnowAgumon's sprite to the original Agumon sprite version
*MetalTyrannomon now uses the newest official sprite
*MasterTyrannomon uses the original MetalTyrannomon sprite
*Palmon's sprite changed to the original version
*Aruraumon uses Palmon's sprite from the Pendulums
*Shellmon now uses its newest official sprite
*MoriShellmon uses Shellmon's original sprite

11/18/17:

*Added GranKuwagamon, PrinceMamemon, Chaosdramon, ZeedGarurumon, VictoryGreymon,


Chaosmon, Darkdramon, and BanchoLeomon

11/17/17:

*Fixed Chirinmon's evolutions


*Added Minotarumon, Gorimon, Gokimon, Icemon, Meteormon, GrapLeomon, and Pandamon

*Rebalanced random encounters


*Rebalanced the frequency of filth
*Changed the sound that plays during cheer animation
*HP no longer dependent on wins but a separate variable that tracks how many times
you've won at full strength hearts
*Re-enabled the effects fields have on battle for a trial period.

11/15/17:

*Added Lucemon, Lucemon FM, Lucemon SM, Craniumon, Dynasmon, Crusadermon, Duftmon,
Barbamon, Lilithmon, Belphemon SM, Belphemon, Gankoomon, Leviamon

11/14/17:

*Added Keramon, Chrysalimon, Infermon, Diaboromon, Armagemon, DoruGreymon,


Dorugoramon, and Alphamon
*Changed Dorumon and Dorugamon's sprites to their official version

11/13/17:

*Added MirageGaogamon, MirageGaogamon BM, ShineGreymon, ShineGreymon BM, Ravmon,


Ravmon BM, Rosemon BM, and Sleipmon

11/12/17:

*Changed morning, day, night sprites


*Moved the mood label to the energy screen
*Added Digimon fields (WG, NSP, DR, VB, NS, DS, ME, DA, JT, Unknown/None)
*Disabled the effect Digimon fields have on battle - currently only aesthetic until
they can be more balanced
*Added a Digimon field label to the first status menu in place of the mood label
*Added a Digimon field label to the evolution tree to the left of your currently
selected Digimon
*Moved the jogress label underneath the field label
*Tweaked chance of refusal

*Fixed MegaGargomon, Beelzemon BM, and Chuumon's sprites

11/10/17:
*Added MachGaogamon, RizeGreymon, Lilamon, Yatagaramon, and Chirinmon

*Changed the minimum Java version required to start the .exe wrapper to 1.6
*Decreased the maximum number of mistakes allowed for most Child stages
*Refactored evolution info class to use a more widely supported library

*Added Dogmon, PlatinumSukamon, Geremon, GoldNumemon, BomberNanimon, GeoGreymon,


Sunflowmon, Gaogamon, Reppamon, Peckmon, BlackKingNumemon, and PlatinumNumemon

11/8/17:

*Surrendering a random encounter no longer decreases your steps and doesn't count
as a battle or a loss.
*Now lose less energy from surrendering

*Updated the sprites for evolving and flushing


*Updated some sounds
*Updated flushing animation

*Fixed the sprites for Beelzemon, Impmon, Renamon, Kamemon, Imperialdramon FM,
Imperialdramon PM, Taomon, Kyubimon, Apocalymon, Omegamon, Vikemon, Goburimon,
Wormmon, Paildramon
*Added Chuumon
*If you don't meet the requirements for Child stage, evolve to Chuumon
*Changed the evolutionary requirements for Goburimon, SnowAgumon, DemiDevimon,
Bakumon, and Mushmon

11/6/17:

*Fixed a bug in which the evolution tree erroneously linked certain Digimon

*Added Turuiemon and Jijimon

*Added BaoHackmon, Zubamon, Zubaeagermon, and Yanmamon (Zubamon currently uses


Koromon as a placeholder pre-evolution)
*Changed Penguinmon and FlareRizamon's sprite to their official version

11/5/17:

*Added Chapmon (replacing Pagumon for Pichimon), Kamemon, Falcomon, Kudamon,


Gaomon, and Lalamon

11/4/17:

*Added Hackmon, Tekkamon, and ShellNumemon


*Fixed Impmon's sprite
*Possible fix to disappearing step label

10/30/17:

*Fixed a bug in which Digimon would ignore scolding after refusing to walk
*Fixed a bug that wouldn't disable refusal after changing traveling speed to 0
*Fixed a bug where scold and compliance wouldn't reset
*Fixed a bug in which praise wouldn't activate after scolding

*Increased random encounter chance in adventure mode


*When your Digimon is incapable of doing something (reached stomach capacity or
insufficient energy), then it will now run the unhappy animation instead of the
refusing animation

*Digimon can now refuse to walk in adventure mode

*Reduced mistake limit for some Digimon

*Lowered chance of refusal by around 20%

10/29/17:

*Rebalanced all adventure mode enemies

*Rebalanced all evolutionary requirements

10/28/17:

*Rebalanced food calories


*Fixed an aesthetic bug when attacking in battle

*Fixed a bug in which dying while asleep would render the Digimon's sprite
invisible

*Changed calorie calculation to make weight changes less extreme

*Fixed a bug in which weight could decrease past 0 in some circumstances

*Care mistake time limit changed from 5 to 10

*Added Breakdramon and Examon

10/27/17:

*Fixed an aesthetic bug when attacking in battle


*Tweaked the way defense is calculated in an effort to make data power more
valuable.

*Fixed a bug in which the care mistake from becoming fatigued could be applied
twice.
*Rebalanced how many calories food is worth and how many calories
exercising/battling/walking burns.

*In an effort to make weight more manageable, introduced a long-term weight


gain/loss mechanic.
*Changed practice battles to make the enemy's attack power a little more
predictable.
*Rebalanced the HP of enemies in adventure mode to better match the players

*Increased random encounter chance in adventure mode

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