Game
FNaF World XL
1 year ago

1.1.11


New build is up in Early Access. Didn't get a chance to thoroughly test it, so honestly I'm expecting to hear about something that's still broken within the next 48 hours.

New Content needed for a fix:

-A new "enemy" has been added that can only be encountered by catching it in DeeDee's Fishing Hole, and only if the team does not have all 40 of the original roster. If I coded it right, this battle should guarantee a Challenger will appear.

Battle:

-Added additional failsafes so that the stupid shared Enemy object is less likely to get stuck offscreen while swapping in Challengers

-Fixed issue where the recent "check which party members are alive" global object was not resetting it's values before returning to battle

-Fixed issue where sidequests involving Pinwheel Circus/Funhouse were saving their data to their old tracking spots instead of the new ones

-Slight change to how Snowball calculates its stats

-Buffed Pyrite Freddy's psychological damage

DeeDee's Fishing Hole:

-Fixed issue where some fish in the lake would not award tokens upon catching them

NPCs:

-Fixed issue where objective text wasn't being hidden when a sidequest is accepted/declined

-Fixed some formatting on one of the item descriptions

-Fixed a typo in one of Pam's lines



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That time of year again.

Pretty safe to say that Possy will be increasing the price of costumes to compensate for this recent development.

Turns out what the game actually needed was for me to take a proper break from development and enough time to realize what I had broken.

(It was the values tied to IDing what foe it'd be.)

It'll likely need more testing, but we're back in buisiness!

New project is having a fun, early outing.

Still have to address a few tweaks to layering and test some other sidequests, but I think that we're back on track again.

Yeah, we're doing this.

Still deciding if it's worth committing to a full rebuild, but I at least figured out a better way to handle the party swapping mechanic.

It's been a long time coming...

Save file stuff (sidequests, maps and "autosaving") might currently be a troublesome mess, but at least development on OCN is going pretty smooth.

So, Plan B: The remainder of tonight will run V1 of a solo OCN mode, with an updated version coming tomorrow during the end of the con.

(And a further refined public release of this later on. If there's interest.)