Game
Five Nights at Candy's (Official)
10 years ago

A Big Update (1.2.0)


Here is a rather big update that I’ve been working on for the past week. It has bumped the game’s filesize up by a few megabytes, but hopefully it is worth it.

Version. 1.2.0

  • Added the Extra Menu for those who’ve beaten night 6.

  • Rebalanced Blank;
    Blank now has an increasing timeout counter, which will come into play after an attempted attack.
    Blank should no longer “teleport” from being inactive to suddenly being ready to attack.

  • Fixed the penguin accidentally going to a wrong room, resulting in inactivity.

  • Added ambient sound cues for certain animatronics in the doorways.

  • Fixed another glitch that yet again prevented some ambient sounds from playing.

  • Fixed a “game-breaking glitch” that allowed players to close the window-door, and have an infinite stare-contest with an animatronic in one of the doorways.

  • Fixed a minor graphical error in the 5th and 6th “Surveillance Sequences”.

  • The “Surveillance Sequences” no longer have any time-limit, so that players won’t miss out on anything.

  • Added Camera Titles so that you can see what room you’re looking at.

  • Made some ambient sounds a bit more “distant”.

  • Added 10% more power.

  • The doors now take more power the longer they are closed. The effect will of course be reverted when they are open again.

  • 3 Indicators have been added to the HUD right above the battery. They will show how much power the doors use.

  • Minor bugfixes.

A lot of people were sad about the prior update (1.1.0), as it removed the footstep sounds.
I will now explain why this isn’t a bad thing;

The doors used to count down how long the player had left until the animatronic would breach the office,
this is not entirely the case anymore.

Now the doors will count much much slower until you notice the animatronic (either by seeing the glowing eyes, or by looking in the cameras), and when you notice the animatronic, that’s where you should react quickly (depends on AI-Level, like always).

This gives you plenty of time to go and look at the camera’s and then react, instead of just hearing the footsteps and then reacting.

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