Game
FNaF World XL
2 years ago

Version 1.1.85 is here


As a quick disclaimer before I go over the changelog, saves that are afflicted by being difficulty-less can't be fixed by the running changes this patch brings. In most cases, you may just be better off overwriting the file(s) with a new game.

I apologize for the inconvenience this will cause.

---

Anyways, onto the changelog:

-Fixed major issue where new saves would not apply the difficulty value and instead have it default to 0

-Slight change to challenger spawn text to only pop if a proper result has been selected

-Added a failsafe to disable challenger rolls in the rare chance a player manages to wipe an enemy out immediately and get through the prizes faster than the rolls can occur

-Fixed an issue where the prize value of items caught in the fishing minigame would be partially out of frame. In instances where the plunger is on the far left, the value will instead launch from the right side of it.

1


1 comment

Loading...

Next up

Yeah, we're doing this.

Figured it out.

Suppose it was about time that some of these skills got a little extra kick.

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.)

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!

While I chip away at the code for XL, I might as well show off the fruits of another thing I had tinkered with: modding custom music into Bionicle Heroes.

How about we change things up?

I might be having too much fun with this process...

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.