Game
Five Nights with Froggy 2

3 years ago

Five Nights with Froggy 2 — Update 2.3


Update 2.3 for the game Five Nights with Froggy 2 has been released.

Added trophies, a new game mode "Randomized night" (available after completing the challenge), a new achievement and other minor changes.

Changes:

  • New achievement and new lists of records;

  • The position of some stars in the main menu has been changed;

  • In the "Extras" section, a section with trophies has appeared. Now the visibility of your trophies can be adjusted;

  • Added several new trophies;

  • Removed the trophy for finding all the finds in the Bottles mini-game (bottle hanging on a rope near the ventilation);

  • Randomized night - A night with a random environment and random values. Available after passing all tests. Get as many victories in a row as possible;

  • New background in the main menu. Starts to appear in the menu if you have 10 or more victories in a row in Randomized night;

  • The Super Challenge is once again available in the game, but it is only available for those who completed the game by 100%;

  • The Crocco Plush icon has been updated;

  • Vignetting has been added to many places in the game;

  • Forest scenes are now skippable;

  • Added the ability to switch the visibility of the interface to the F1 key;

  • The third night now shows a tooltip on how to pause the game;

  • Pause can no longer be triggered by someone attacking;

  • Ambient "Special Night" (sounding in the endless night and some challenges) now sounds quieter;

  • Now, when holding a door or ventilation, the corresponding icon appears;

  • The Hammer trophy no longer spawns in the room in the Prepare the Hammer challenge.

  • In Funny night, the first room now has a disco ball hanging;

  • Flashbacks no longer occur when the Clear Mind upgrade is enabled.

  • Cheburashka's English words now sound louder;

  • Draco got louder;

  • Mighty Dragon no longer attacks if one of the ghosts or visions is currently in the room;

  • Golden Froggy can now spawn in areas other than the center of the room;

  • On the PC version, saturation is now reduced when a ghost is present;

  • The morning screen that plays after each night now has fade-in effects applied to the screens after Gloomy, Hellish, and Funny nights;

  • The door lock picking scene now has a brief description of how to pick the lock;

  • The lockpick now makes a sound when turned;

  • Changed the number of points required to receive finds;

  • In one of the scenes, to enter the door, you now need to click on it once, and not twice;

  • Now the credits are played after any ending, so that each of them looks complete;

  • In the "Sophie's Walk" scene, it is no longer possible to enter Lorenzi's house.

Fixes:

  • When entering the main menu, the inscription "Back" flashed;

  • Fixed descriptions of stars in the main menu;

  • If the game was completed by 100%, when changing the language, the menu background changed and a duplicate star was created, which is issued as 100%;

  • The names of products in the store were incorrectly translated when switching the language in the settings;

  • When you first entered the store, the price of the second item was displayed, and not the first;

  • The requirements for the third and fourth finds were incorrectly described;

  • The name of the sixth challenge in the intro of the night was different from the name in the main menu;

  • Pretty/black margins setting didn't work immediately when switching;

  • The exit button to the menu in the mobile version might not work;

  • The time display in Discord Rich Precense is now restored when the game is unpaused:

  • One of the images of the palace was missing a sign at the entrance;

  • The Golden Vision practice could be completed by going to another room and being attacked by Golden Froggy;

  • In Hell's Night, instead of a red filter, a filter with iridescent colors was applied, as in Funny Night;

  • Upgrade "Less digital noise" worked incorrectly;

  • The "Second chance" upgrade did not work;

  • The casket in the third night did not appear when respawning;

  • If the electricity turned off while pressing the computer when it was turned off, then the black screen remained and nothing could be done;

  • When Plush Froggy is on camera 10 and starts to rise up to the ceiling, when switching to another camera or to another mode, Plush Froggy returns to its original position;

  • Drops on the camera were displayed when the camera had the inscription "No signal" instead of the image;

  • The image of black strokes on the canvas for the projector could be superimposed on each other when constantly switching camera pages;

  • The position of the numbers on the explosives in the sixth trial was not tied to the room (this is only noticeable when the image of the room is enlarged);

  • During the attack animation of the enemy, it was possible to trigger another such animation by clicking on the door;

  • The ghost of Lorenzi might not come on some nights (and in the endless night);

  • Ghost Lorenzi's lines depended on the selected language of the text of the game, and not the voice acting;

  • Lying Gnomes could be dark when the light was on;

  • At the beginning of some endings, a strange glow appeared outside the window;

  • If you enter the seventh telephone conversation, when according to the plot it would be impossible, after some time the handset rises and the "Next" button appears;

  • The cameras hadn't been turned off since the last phone call;

  • One of the lines in the last dialogue was not displayed if you skip playing it before its text appears;

  • Last phone call displayed "Skip dialogue" text when it shouldn't;

  • The Philosopher's remarks continued to sound if you missed them in a telephone conversation;

  • The last dialogue played two different lines at the same time;

  • In one of the endings, the Philosopher's English remarks were not taken into account to continue the events;

  • Osipov's English-language lines were absent from the endings;

  • In Bertin's first event, the Philosopher's English remarks were not taken into account;

  • Bertin's first event lacked subtitles for The Philosopher, where he walks out the door;

  • The "Give up" button in the keyhole picking mini-game could be pressed if the lock was already open;

  • In one of the scenes, the sound of a telephone handset was played when entering the door.



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