Before I completely forget, a new patch is more or less ready to go.
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Fixes:
Battle:
-Added a failsafe for challenger loads in scenarios where it selects a number higher than the initial 40
-Challenger rolls will now also take into account the starting party (which includes dupe picks and more rerolls)
-Running from a fight will no longer disable a challenger roll
-Slight tweak to the Poppers launcher so that it'll launch them in random, spread arcs again
-Fixed issue where plushes would hit enemies that were already dead/not spawned
-Solar Ball attacks that have not detonated before all enemies have died will now build up towards one during the Victory screen
Overworld:
-Slight change to how the game keeps track of triggers for the clocks
Instead of trying to track it within the overall main story, it will now only pop a relevant value when you reach a proper story trigger
(Due to this change, clocks might not be able to be collected in pre-existing saves. I do apologize for the inconvenience this may cause.)
-Removed some value settings that were conflicting with the current challenger roll system and were setting off false positives
-The visual overlay caused by the Find:Glitch chip will now turn off when pulling up the map
-Re-enabled an event that properly labels the position of Lolbit, Mendo and Who in Fazbear Hills
(Even though all three of them should be pretty easy to find without the labels anyways, but consistency.)
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Untested Fix:
-Updated enemy attacks to rely on less outdated conditions to properly function
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