red gleh edishin is owt
canges
pichures b4 mogjt
redd ber eaier
bogg fixjies
goodner night 6
SANNESS
sotff
nith 3 csream
mor lauds
spamy falshlite
moar weed
Legit change list (it’s pretty big)
Audiovisual/Aesthetic changes
Tom numbers now show close-ups of beutiful faces (except night 5)
Night 5 has a small change at the beginning.
On Nights 4 and 5, the FNAF 3 danger alarm that indicates Sanness is at the window now is just him screaming Sanness.
Fixed a bug where Sanz’s scream didn’t play when he was at the left door on Night 3.
Changed “youre loser” back to “youre a loser” like in the demoo.
“Fight” button is now a “Fite” button.
Magic button now visually shows where sanz is (the old counter was only semi-useful as the number was confusing)
Magic button fixed to make it so that the magic button’s appearance will be affected when you hover over it instead of the fite button.
Tweaked some of the pre-Night 6 dialogue.
Removed default thing from Night 6’s intro.
Fixed graphical glitch with the Night 6 intro secret.
Removed shitty Blees Clees phone call ripoff during Night 6.
Balance changes
Added a black thing behind the red Tom bar. The game reacts to hovering over this instead of the red bar, making things a lot easier.
Sanz, serious Sans and paperuz make sounds when moving. This helps a LOT with preserving power. This is a balance change due to the major effect on the difficulty.
Changed the way that the flashlight worked on Night 5 to make scaring away Blees Clees faster. You can still drop the flashlight.
Due to the flashlight changes, you now have to be directly hovering over the door for the flashlight to affect blees clees and it now takes 2-5 flashes to stop Blees Clees instead of 2-3.
Sanz’s movement time is increased significantly.
Due to the nerfs with sanz’s AI, the power drain nerfs added last update have been reverted since it has been deemed officially impossible to drain the power fully without either being on Night 6 or hovering over the fight button.
Instead of being 5x the normal length, Night 6 is only 3x the normal night length.
In fact, two seperate glitches caused 3 AM and 5 AM to draw on for too long (especially 5). That has been fixed.
Took away some ~PSI~ abilities of serious Sans’s magic so that he can’t be in more than one place at once. This makes Night 6 winnable.
Infinite night has been rebased off the new Night 4.
Papyruz has received a nerf on the infinite night due to Every Exposure fixes causing them to wait until their normal attack time would finish.
Sanz Movement Speed Changes:
Original:
Night 1: 4.000 seconds to 4.001 seconds.
Night 2: 3.000 seconds to 3.001 seconds.
Night 3: 2.500 seconds to 2.501 seconds.
Night 4: 2.000 seconds to 2.001 seconds.
Night 6: 2.000 seconds to 2.001 seconds (serious sanz).
New:
Night 1: 6.500 seconds to 6.501 seconds.
Night 2: 5.500 seconds to 5.501 seconds.
Night 3: 4.500 seconds to 4.501 seconds.
Night 4: 4.000 seconds to 4.001 seconds.
Night 6: 3.000 seconds to 4.000 seconds.
Infinite night has always been identical to Night 4.
How Every Exposure works:
Programmer uses the Every timer-related function for an animatronic’s jumpscare if they are at the door to have them kill the player after 5 seconds, having the method of stopping them being a button.
Player stops the enemy after 2.0 seconds.
Instead of resetting this timer, the engine only “pauses” the event and will resume once the other conditions are satisfied, in this case it’s the enemy being at the door.
The enemy appears again and the player presses the button after 2.9 seconds.
Enemy appears once more later on in the night and kills the player after 0.1 seconds, leaving no time to react.
(NOTE: Pap is still intentionally affected by Every Exposure due to the fact that his reaction time is relatively long, with obvious exception of the infinite night)
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