So starting today, I'm going to be trying something different. I am going to start implementing "monthly newsletters" on the first of the month to keep everyone up to date on what's happening with digimobs. I figure this will be especially useful at points where there are downtimes between updates(like for the next one).
So let's get started.
I'm sure many of you have noticed that there has been a poll about starting an official Digimobs Twitter page for a while now. I am still torn on whether to do this or not, and it seems the community is too. This poll will be staying up for a bit longer in hopes of getting a majority answer.
I've also added a new poll. If you are anything like me, you hate the dubbed version that is Digimon Fusion. I'm not typically one of those people who are "sub only", but you can't deny the quality difference here to Digimon Xros Wars. So the poll comes down to this, do I say "screw the dub" and use the subbed naming conventions, or do I keep things consistent and continue to use dub names?
The Front Page
So starting this week, I will be updating the front page of this topic quite a bit. A lot of the fonts have been messed up over older edits, and some of the things are a bit out of date. Most notably I will be adding a FAQ section, updating the pictures to show off newer digimon, and fixing up the banners so that people can show their support(Edit: done). If you all think the front page needs anything else, please let me know.
The Server So by popular demand, I have made a technic modpack(found on the front page) for people to use on the server, or for single player use if they would like. It is called DigimobsAdventure Pack, and features customnpcs, optifine, jei, crayfish furniture, bibliocraft, and tinker's construct. For those of you(like me) that don't actually like using modpacks, you can still play on the server without it. You will just need to download the required mods individually(customNPCs, tinkers, bibliocraft, and crayfish) to continue playing. Depending on how this goes, we may or may not add more mods to the pack and/or make the modpack available on other launchers.
Now on to the good part. I have decided to change things up and release "the big one". We won't be having small, frequent updates for a bit so that I can work on this big update without distractions. This update will be 0.9.8, and tentatively set for early December for 1.10.2. I'll finally be finishing up the initial version of special attacks, however since there are so many digimon requiring special attacks, I may end up only doing them for the more popular digimon on the initial update, and adding more attacks in later updates. We are also throwing every digimon we have ready into the update, so there should be some variety I hope. Granted, there is also a theme to some of them...
In the meantime, here are some random pictures to tide you over.
Not only am I exceedingly happy because of the modpack (because I like to play separate versions from time to time and this has made playing the server much easier), but i'm also very excited for the future update.
As someone who absolutely loves this mod and digimon in general, I do have one issue.
Digiportals - Upon spawning, they will always tend to put you in a very difficult biome. i.e, The Crag, Volcanic Biome, Swamp Biome, etc. This can lead to frustration with the players who wish to train their digimon in an easy region. Although understandable that I'd rather be near a more difficult biome upon training up, I don't want my digimon to die and have no possible way to revive quickly or having to wait a long time for it to hatch again. (Due to lack of chips or so)
EDIT 11/13/16 (More of a suggestion) : Perhaps you can make it so the area the player spawns in when teleporting to the digital world will be a Training Forest biome? I don't know about making mods and how complicated they are at programming, but I'm hoping the function where the player may be teleported to a Training Forest (With a tough biome near the Training Forest) so they may train their In-Training digimon.
The Meaning of Life, the Universe, and Everything.
Returning after several months without a computer, just DLed the latest version... and nothing seems to be working. Starter coin doesnt do anything, and after an in-game week of trying to hatch several eggs, they all say they are still 1 day old. Did i miss something over the last few updates, or is it just that bugged?
Ah. I knew I forgot to do something. Let's jump into where we are at, at the moment.
I figure the best way to do this will be in a format known as the good, the bad, and the ugly.
All baby digimon's special attacks have been completed at this time. So I can at least say I'm not COMPLETELY putting off adding special attacks anymore(more on that later...), and there are also a lot of new digimon currently in construction. Also a few remodels that might have interesting implications, should you know a lot about digimon. . .
One could say, that 1.10.2 version is starting to shape up...
I may have severely underestimated how big of a difference there would be between 1.8.9, and 1.10.2. As you can see here, there are still 2118 bugs left to fix for 1.10.2. There were 8439 a two weeks ago, and currently about 1700 left, so it at least is coming along at a decent rate. At the same time, bug crunching has taken up a majority of my free time, and so a lot of new additions have had to take a backseat in favor of getting the mod back into a playable state.
Unfortunately, this is only one of the setbacks we have had since the last newsletter. There are still lots of things that were half finished in November that seemingly didn't get finished, and of course updating to 1.10.2 is quite larger than I anticipated. A lot of this is my fault. Both for not beginning the actual update to 1.10 sooner, and for trusting other people to get things done that they promised to have done.
That being said I'm thinking about making the next version purely a conversion to 1.10.2, and throwing in any new stuff that may be complete for it. I have yet to decide on whether I will stick the special attacks for baby digimon in, or just save them for when I have time to complete the higher forms. Because let's face it, no one is interested in just having special attacks for baby level digimon. So it's looking like specials will be yet again, delayed.
At this point though, I'll be happy to have digimobs ported to 1.10.2 to fix some of the bugs and issues brought upon by 1.8. I'm still looking to hopefully have an update out by next week.
And now pictures for those who want to see some of the things to come.
Edit: OH WAIT, let me start this off by answering one question that I get often and am tired of getting. Q: WHEN WILL YOU ADD SPIRIT DIGIMON? WHERE ARE THE SPIRIT DIGIMON? WILL SEASON 4 DIGIMON BE INCLUDED IN DIGIMOBS?
And speaking of roundish models, if we have any fans of Digimon World 3, you may recognize this digimon...
Annnnnnd now for a digimon people actually WANT to see..
Annnnd perhaps one showing off some new worldgen coming to the digital world? Perhaps there will be some new biomes as well..
You, my friend, are awesome. Is that Shoutmon x5bcdefg I see there?! Lol, I love this mod. I'm not sure if this is added yet, but I'll ask anyway, is starter digimon from other seasons able to start as? I REALLY want to start with Veemon, or Shoutmon when he's added. Also, is Veedramon line implemented yet? I've been away from this mod for awhile
Also again, I haven't been here for awhile, but have you made it so that digimon degenerate by themselves when they run out of energy like thy used to? I think that'sd make more sense. And for the people who want their digimon to stay digivolved forever there could be an option in the config to unallow degeneration. Thanks for reading