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Dokimon News

Hot fixes - Fixes and updates to Berries, Affinity, and other items

FIXED - Berries. Use them to increase your Affinity and AP (Affinity Point) stats!

ADDED - Unique chance to all "secret" monsters and starting monsters
ADDED - Aki's Shrine and "The Mountain" to the worldmap so that people won't get confused
ADDED - Heart ♡ icon to monster info screen if your monster has max Affinity

CHANGE - Doubled rate at which you accumulate Affinity / AP
CHANGE - Permaset Affinity to 0 on [redacted] monsters but also permaset their AP stats to 100
CHANGE - Bumped unique / heart icons in monster info down to make more room for names
CHANGE - Nerfed Morph Toxin

Hot fixes (again) - Think this is the last of them! Next is Xelos cutscene fix

Hey guys :) another patch here. I believe this is the worst of it! Have had several people confirm there's no more crashing or getting stuck in battles. Will start working on achievements and the stuff in Xelos city now!

Major issues fixed :
FIXED - issue with "my_affinity" (again) for higher level monsters (whoopsie)
FIXED - monsters getting stuck in battle upon maxing out all of their AP's (Affinity Points) to 50
FIXED - Set BP's to AP's in monster info panel for "Affinity Points"
*Note - EP stands for Experience Points

ADDED - TP block in Xer's base no. 2 when monsters are on puzzle tiles + helper graphics
ADDED - Quick reset on Keyboard with : Q + W + E + R + Space (controller coming soon)
ADDED - Dock to beach above Coralwood to let you return to Fallenridge by surfboard
ADDED - Some new signs to earlier routes / towns with Ranger Tips :)

Minor issues fixed :
FIXED - Restored black text / icons for party ui's 1 and 2
FIXED - Lots run-off text / spelling or grammar errors and some missing dex entries
FIXED - Incorrect mini sprite for Spoola's stage 2
FIXED - Some dark monsters had Snicker as a move in their move pool twice

Known issues (of which should be fixed before I sleep today) :
- A cutscene in the hospital at 75% progress doesn't fire
- Overlapping sprite when evolving multiple times in one session
- Can't use berries

Known issues (still working - hopefully fixed by Friday) :
- Achievements not firing on Steam (though they ARE being tracked in-game)
- Battle speed-up not working on some monitors
- Not enough PC slots and you can't release monsters
- Japanese script is defaulting to English in some areas
- Issue with assigning some moves in party menu at lower levels
- Issue with going through item categories on controller
- Having a unique monster in your team can trigger that unique entry screen effect for non-uniques in your team

Notes:
- Form swapping is still disabled (the feature that lets you choose the form / evo of your monster without affecting stats or movepool) but will be coming back soon

Weekend Hot Patch - Hoping to have everything perfect by Friday!

Major issues fixed :
FIXED - issue with "my_affinity" not being set and resulting in a crash
FIXED - issue with evolving during world battles
FIXED - battles occasionally getting stuck with "dead" enemy at 1 hp

Minor issues fixed :
FIXED - 1% chance for Midnight Captals to fail (lol)
FIXED - Incorrect fishing sprite on purple girl (second playable char)
FIXED - LOTS of simple tile issues in the worldmap
FIXED - LOTS of badly worded or run-off text
FIXED - Some incorrectly duplicated NPC text
FIXED - Boat still blocks path to the Mountain which can lock you out of the Mountain if you use Momma radar
FIXED - Using Momma radar while surfing doesn't reset surfing
FIXED - Volume reseting after some sound effects
FIXED - Mon switch-in animation / effect drawing over battle mons screens if you quickly opened party after a switch-in

Known issues (still working) :
- Not enough PC slots (will be coming soon)
- Can't release monsters (coming asap)
- Battle speed-up not working on some screens / monitors (working on a fix)
- Achievements not firing on Steam

Notes:
- Hey! Just wanted to say don't worry about Steam achievements, they are tracking in-game just not firing on Steam yet.. Once they're fixed, you should get them all at once upon loading up your save :)

As for other things, I'll be working on this game every day for a while, and hoping to have everything, including a completely fixed and working Japanese script, by Friday! Hope we can make it :) Thanks for the support!

I'll be going through Steam forum posts tomorrow, so far just been going through bug reports in the discord^^ Looking forward to it!

Launch Day Hotfixes : Re-enabled Piano, Fixed some crashes, Temp. Disabled Forms

Notes :
- Currently there are no none hard crashes or game loop breaks
- Battle exit timer was greatly reduced (lmk if its still too long)

Known issues :
- Smooth camera causes white lines inside houses (Snappy camera ok)
- World battles lack some animations
- Sometimes a move can't be chosen out of your movepool
- Quest tracker sucks (ok ok, I will make new one from scratch !! :D)
- Localization system to Japanese is wrecked

Changelong :
FIX - Player sprite not drawing on worldmap sometimes
FIX - Jumpy Yuujyou orb icon in party menu
FIX - Rare bug where you could skip Elite in Shrine

ADD - Piano has been re-enabled and working as far as I know (currently world BGM only)
ADD - Added fullscreen rememberance (game-wide. records on save)

!! CHANGE !! - Halved battle exit timer (you're right, it was kinda long..)
CHANGE - Set smooth camera to default setting
CHANGE - Removed German and Portugese as supported languages (including UI only) until further notice
CHANGE - Temporarily disabled form swapping (de-evolution) because it's not properly explained so people keep thinking it's a bug (lol)

Additional notes :
- Sometimes BGM overlap after a cutscene (if you change music type it'll fix it)
- Momma Radar is jagged and doesn't have an animation
- Some trainers in Mega City are missing dialogue and only draw "..."

Dokimon Quest is LIVE : Time to go bug catching!

I can't believe it! The game is live :o

Dokimon : Quest is a game I started almost 3 years ago. I made it while making MonTamer Maker, my game engine for making monsters tamers gamers, and while studying fully time!

6 months ago, I graduated from my school and have been full time on Dokimon since. I made this game almost completely by myself. 100% of the programming, 100% of the character dialogue, cutscenes, NPC dialogue, etc. ALL of the marketing, (nearly) the entire English to Japanese localization, half of the music, a large portion of the art and the world, all of the UI / UIX, porting, controls, a disgusting amount of testing


With this said.. There's gonna be bugs, and there's gonna be some things lost in translation (lol).

The Japanese script is pretty rough at the moment due to font issues and converting kanji to kana (I'm really sorry ;-; ). But I think I can have it 90% of it resolved by Monday!

On the bright side of things, we've already had countless players giving us feedback, and testing the game for hundreds of hours. Several people have put 10-15 hours into their save without spending much time exploring or capturing!

There's been some rough patches though too. However, in the worst case scenario, the game has auto-saving enabled by default (you can turn it off too if you want). So if any nasty things happen, you should be able to pick up where you left off without much of a loss in your progress.

We're in a pretty good state, honestly. But I do feel the need to stress that the first few days, maybe even the first week could (possibly) be pretty rocky.

However, I will be updating the game constantly during the first month. My recommendation to players that want a completely smooth experience would be to pick up the game in the first week while the launch sale is still active, and then playing it after a few days of fire control have passed.

Once the game releases, we're not able to do another sale for a while after all.

If you find a bug, or some interesting wording or translation issues, please let me know in our discord. I will fix it as soon as humanly possible and uploads new builds with lots of patches and dialogue fixes each day.

Additionally, you can respond to this post with bugs, however I will see it several times quicker if you post it on discord.