Change Log
Change Log
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
6/13/20:
*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
*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:
*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 a bug where energy could increase twice from training during the Digimon's
favorite time
*Returned the bonus energy chance to 1/10
5/4/20:
5/3/20:
5/2/20:
5/1/20:
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:
4/24/20:
*Fixed a bug causing the day's temp to be set along an incorrect range
4/20/20:
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
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:
4/13/20:
*Caught errors caused by the sound driver, sometimes preventing the game from
responding
*Rebalanced audio
4/10/20:
4/9/20:
4/6/20:
4/4/20:
4/2/20:
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
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:
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:
*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:
*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:
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
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:
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
1/26/20:
1/25/20:
1/24/20:
*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:
1/19/20:
*Fixed a bug in which the menu would become disabled after an animation
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:
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:
12/13/19:
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:
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:
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:
10/30/19:
10/29/19:
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:
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:
10/1/19:
9/24/19:
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:
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:
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:
4/24/19:
4/23/19:
4/11/19:
3/31/19:
*Fixed a bug that prevented an online battle from ending when the opponent has run
away
3/22/19:
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
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:
2/13/19:
1/27/19:
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
Adds one attack to player and subtracts one attack from opponent
- user of this effect always attacks second:
Counter
*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:
12/22/18:
8/10/18:
*Fixed a bug in which certain icons weren't hidden during training game
8/3/18:
7/28/18:
6/15/18:
6/14/18:
*Small optimizations
6/12/18:
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:
3/28/18:
3/27/18:
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
3/10/18:
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.
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:
2/25/18:
2/24/18:
2/21/18:
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
*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 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
1/30/18
1/17/18
1/14/18
1/12/18
*Probability has been disabled as a variable for evolution. Bonuses earned from
effective care now only affect lifespan
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
12/22/17
12/20/17
12/15/17
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
12/04/17
11/25/17
*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
11/22/17:
11/18/17:
11/17/17:
11/15/17:
*Added Lucemon, Lucemon FM, Lucemon SM, Craniumon, Dynasmon, Crusadermon, Duftmon,
Barbamon, Lilithmon, Belphemon SM, Belphemon, Gankoomon, Leviamon
11/14/17:
11/13/17:
11/12/17:
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
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
*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
11/5/17:
11/4/17:
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
10/29/17:
10/28/17:
*Fixed a bug in which dying while asleep would render the Digimon's sprite
invisible
10/27/17:
*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.