Game
FNaF World XL
1 year ago

Classic Climax has arrived!


Ladies and gentlemen... it's finally time.

xl_patch_banners_classic_climax.png

As a quick disclaimer before I continue on, the main bulk of the new content is found in the Halloween Backstage and Geist Lair. You may need to first finish the main story, enter the workshop and then talk to Fredbear to order to access those areas.

New Content:

-The wait is over... Fixed Party mode is here!

(Note: Returning players will need to open up the Party Select on a save slot with unlocked characters to get access to them in this mode.)

(Extra note: due to some slight changes made to the coding, Adventure saves made prior to this update will likely not display the type it is on the Save slot. It shouldn't affect gameplay.)

-For those who see Normal mode as "too much", a new alternative has been added: Easy difficulty is now available!

For those wondering, here's what this mode changes:

-All opponents have 1/2 the health and damage of their Normal counterparts

-Challenger spawn rate is doubled

-Only 2 endings are obtainable

-An arrow spawns over the Player that points towards the current objective in the main story (aka Fredbear's current location)

-An arrow will spawn and point to the Switch button in battle if the team is jumpscared

-Proto Chipper will be disabled

-Update 2 content will not be accessible through legitimate means

(This includes characters, bytes and chip that are unlocked in the Halloween Backstage.)

-Loading Screen only displays the first 40 characters (and Virtua Freddy)

-Game Over screen will provide helpful tips

-With compatible hardware now accessible, you can now obtain a blast from the desolate past: Tool, Alphus, Derelict and Defect can now be added to your party!

-As if their cameos weren't enough, these derelicts are also packing 8 skills directly inspired by their original series: Quickfix, Magic Hammer, Tazerpod, Solar Ball, Thrice Claw, Searing Beam, Reboot Aura and Break Virus

-Your team has gotten a major power boost! 6 new skills can now be utilized in Showtime:

Mega Balloon, Breakdown, Toxic Jumpscare, Oneirophobia, Endogeddon, and Give Life!

Mega Balloon is used by Balloon Boy, JJ and Nightmare BB

Breakdown is used by Withered Bonnie, Withered Chica, Withered Freddy, Shadow Freddy, Golden Freddy, Golden Freddy (FNaF 2) and Sparky

Toxic Jumpscare is used by Phantom Freddy, Phantom Chica, Phantom BB, Phantom Foxy, Phantom Mangle, Phantom Marionette and Springtrap

Oneirophobia is used by Nightmare Freddy, Nightmare Bonnie, Nightmare Chica, Nightmare Foxy, Plushtrap, Jack-O-Bonnie, Jack-O-Chica, Nightmare BB and Nightmarionne

Endogeddon is used by Endo-01, Endo-02 and Endoplush

Give Life is used by Marionette, RXQ, Crying Child, Funtime Foxy and Robert

And since Crossover has yet to be added, here's a quick list of temporary skills for the rest of the roster:

Cupquake: Defect

Breakdown: Purpleguy, Derelict

Endogeddon: Mr. Chipper, Alphus

Give Life: Coffee, Tool

The Bite: Animdude

-Powerups have gotten a major overhaul!

They now have their own tiers, and now are joined by 12 new variants:

Ticket Bundle, Spare Head, Battery, Cupcake Voucher, Fudgebear, Ice Cream Blast, Roulette Ticket, Big Roulette Ticket, Super Roulette Ticket, Meet n' Greet, Premium Party and Fazbear Special!

(For those who were there when I was working on this, LOL Coin may return at a later date as a fully realized powerup. Still deciding on that.)

-To help make space for all of the new Powerups, a new Collectibles section has been added in the Items menu. This will hold the rest of the in-game items obtained through gameplay.

(Not counting trophies, which will remain on the Title Screen.)

-As foretold by a squirrel, Endo Sets can now be assembled! Discover the right combination of parts and gain access to some unique set bonuses!

-Break out the Faz-Coins! Possy has 10 new Flipside Costumes in stock:

BB, JJ, Phantom Freddy, Phantom Chica, Phantom BB, Phantom Foxy, Withered Freddy, Phantom Marionette, Springtrap and Nightmarionne!

-Rumor is that two more costumes have glitched their way into the game. Can you recover TDR Coffee and Snowman Tool?

-A new shop variant can be found in the Overworld. Visit Who's Powerup Supplies to gain the upper edge!

-Is OCN too much to handle, but don't want to wait for the minigames to arrive? If you have what it takes (and can stomach a few jumpscares), an incredibly difficult set of challenge battles can now be unlocked in the Halloween Backstage!

-With the arrival of the derelicts comes some powerful foes to defend them. 4 new bosses guard the discs... and who even knows what lies within the remains of the last one?

-5 new enemy skills will make things the hardest they've ever been: Datamine, Inverse Wall, Searing Bite, Override and [REDACTED]!

-Even more classic skills can now be turned against you: Pizza Wheel, Pizza Wheel 2, Cupcakes, Toxic Bite, Haunting, Endo Army, and Springlocks!

-Two new trophies await the most dedicated of players!

-Map now displays the names of the player and NPCs

-Comets cast down by Evercomet Chips, Cosmic Song and Toxic Song now have an extremely rare chance to "misfire" and instead call down something MUCH more dense...

-Since it keeps frequently coming back up in the comments, the game now comes in a zip file, bundled with a new "Startup Troubleshooting" text document. This document quickly explains the main reasons the game may not start and the main method of fixing it. (Or at least the one I can afford at this time.)

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Fixes:

Overworld:

-Fixed various exploits where players could exit the map through openings in the collision

-Fixed issue where some collisions (entrance to Porkpatch's part of the lake, Fredbear and Mendo hitboxes) would deactivate while using the map

-Fixed major issue where a game over reset would place the player at the wrong spawn point

-Adjusted Challenger Glitch spawn conditions so that the chances of a Challenger appearing occurs more frequently

-Added a (hopefully functional) check to ensure a rematch with an already collected Challenger can't occur in the wild

(Might still pop up the alert text, currently unsure what's causing it.)

-Fixed an issue where challengers could spawn in Fixed Party mode

-Changed enemy spawn config so that it will work faster and be less likely to spawn a "blank" fight

-Geist Lair now gives much clearer indication that the Location Warps can't be used to leave the area

-Geist Lair will now autosave upon entry, in order to prevent accidental softlocks

-Increased distance an enemy sprite must be from the player before speed ramp-up is enable/disabled

(600 -> 1800)

-Enemy sprites will no longer trespass within the area of the game's core

-Small fixes to map's contents

Halloween Backstage:

-Fixed issue where autosave would not save the proper world layer

-Added a failsafe for instances where the player is stuck outside of the frame

-Fixed typo in Meta's text

NPCs:

-Fixed an issue where a player would immediately revisit a shop NPC upon leaving

-Fixed issue where ending text was visible in other dialogue

-Fixed text, objectives, prizes and other should've-been-visible-but-weren't reward displays of sidequests

(This was the main cause of the "infinite sound and broken done button" issue reported on.)

-Fixed issue where Showtime button would not be properly tracked as purchased/ sold out

-Fixed small typo in DeeDee's text

-Adjusted Robbie's sidequests:

  1. 2nd quest will now reward 3 Ice Cream Blasts instead of Run Passes

  2. 3rd quest will now reward 3 Meet N' Greets instead of Pulse Lures

  3. Pulse Lures have been removed from the potential rewards in the bonus sidequests

-Optimized text displayed in Possy's Shop

Loading Screen:

-Added an additional safety net to that will zero out a player's negative scrap

-Fixed issue where tokens and coins would not be awarded at the proper rate

(RIP dynamic pulls.)

Items:

-Fixed an issue where the disabling of the Update 2 Trophy Byte would not save as such

(It may turn back on after facing a challenger. Still gotta sort that out at a later date.)

-Fixed issue where the frame would forcefully reset it's last remembered section as Chips when checking in from the Overworld

-Since the Items menu is getting harder to navigate (it's packing in a lot of content now), an additional title has been added to the upper left of the frame to help discern which section you're in

Title Screen:

-Removed a starting config that set the load times to their delayed variants

-Added additional delay when continuing a save to ensure settings load properly

(a loading symbol will also replace the title credits while this occurs to indicate the process)

-Removed fade-in effects that could break, replaced with a short delay between button presses to prevent misinputs

Battle:

-Fixed major issue where certain enemies would award negative scrap upon defeat

-Scrap pulls for Challengers and Minibosses are now set to the following ranges:

Salvaged: 1-8

Special: 0-1

-Fixed issue where a very stupid bird bosses and enemies would not award Tokens properly upon defeat

-Fixed an issue where Boss and Miniboss fights would not play their proper themes

-Fixed issue where enemy sprites would spawn during non-enemy encounters

-Fixed issue where enemies would immediately cast their skills at the start of a battle. They will now have to wait a few seconds before using them.

-Fixed issue with display of longer Challenger names

-Removed a conflicting event that was messing with Challenger config

-Enemy attacks should be slightly more consistent

(removed use of group activation, swapped w/ value setup)

-Fixed issue where Endo Army's deploy time was going into the milliseconds

-Added additional destroy condition for particles created by Party Favors

-Reworked Jumpscare and Jumpscare 2 to no longer utilize decimals. Also fixed enemy config to reset negative values to 0.

(As a heads up, this fix may result in stronger Jumpscares.)

-Slightly buffed the base damage range of comets

( (24-39) -> (26-44) )

-Fixed issue where Popper explosions would also count large Popper damage in situations where none were deployed

-Decreased base damage of basic Popper type

(30-50 -> 10-30)

-Large Poppers now function slightly differently from the basic ones. They do not count towards the total needed to set them all off, and their damage is multiplied by the amount of them that are active.

-Poppers skill now has a rare chance of casting large Poppers

-Popcorn Bytes now cast more Poppers

-Frozen Party members will now actively show their current state

-Increased XP earned from fighting Proto Chipper

( 200 x Difficulty -> 800 x Difficulty )

-Adjusted Showtime skills to have a more equal power output and better crit criteria

-Adjusted effects of poison on teammates in the back so that it isn't an immediate death sentence

-Fixed small issue where Showtime skill usage would result in the team sporadically using their attack animations afterwards

-Fixed issue where Revive Coins would automatically activate, even when they weren't equipped

-Fixed Boss Drain Bytes so that they drain at their proper rates

-Increased frequency of comet drops caused by Evercomet Chips

-Applied fixes and heavy nerfs to enemy Endo Army:

  1. Removed Toxic Tide from the skill cast

  2. Nerfed laser damage

  3. Lowered rate of fire

-Bosses now have extra resistance against Waterhoses, and will need to be at a lower health threshold for them to land an instakill

(Waterhose: 15%, Waterhose 2: 25%)

-Teammates that are frozen or stunned will lose those status effects the moment they die

-Appearance of skill buttons is now accompanied by a previously missing sound cue

-Fixed small issue where miss text would not properly appear for Party 1 if they evade an enemy Esc Key

-Small optimization to coding where Marionette and Phantom Marionette had overlapping events

Quests:

-Readjusted position of frame's contents to be more ascetically pleasing

-Now shows the unlockable Endo parts and Chip that are obtainable by completing the primary sidequests

Which should also make it a bit more obvious on what players need to find some of the game's other best kept secrets.

Desk Man:

-Fixed every interaction so that it should hopefully play as intended

OCN:

-Adjusted code on Nightmare BB so that Possy's block only affects his final phase of attack

-Readjusted the code for the debug version of Nightmare Mangle's challenge to now also have a chance to include Oscar as well. Just in case it wasn't already impossible enough as-is.

Misc:

-Fixed a major issue where the Hard mode trophy could not be acquired

(No idea how or when this broke.)

-Hard Mode boss's pre-battle dialogue now accounts for characters beyond the initial 40

-Slight aesthetic fix to Options menu

Think that about covers everything. Fingers crossed I won't need too many things, but I guess we'll see how it goes.

Enjoy!

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Huh, that's different.

Me: Man, I really wanted to have something released for the 10th anniversary, but I have nothing ready for it!

Clickteam: *drops trailer for Five Laps at Freddy's*

Me: *Finally remember that I still have a janky ace up my sleeve*

Still need to move it over to the proper drive once other important IRL events are over, but...

Creative drive has returned for a bit.

Not quite the fix I've been talking about for the past few weeks, but it's at least progress.

I was considering doing a proper teaser for this, but honestly it might just be better to save the effort for when I work on the real Update 3.

In the mean time, enjoy this low quality preview.

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

So apparently CTF updated while I wasn't looking.

Can already tell this is gonna be a literal game changer.