Game
FNaF World XL
3 years ago

Fixes are coming, might need more.


V1.1.6 in the works, and it should be ready within a week. (Give or take IRL bushiness that supersedes it and how broken the build actually ends up being.)

Here's a quick list of what I know is wrong/ have already fixed:

-Jumpscare and Haunting fixes for both sides

-Challenger spawn fixes

-Negative scrap fix

-Battle music fix

-Endo Army fix

-Enemy attack fix

-Rebalance Tier 1-2 Skill damage

-Miniboss "tagalong" fix

Technically on the list, but no luck fixing it so far:

-Null enemy encounters

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If you happen to have any bugs/issues you've found that aren't on this list and need to be addressed, please do mention them here.

(Also if any playtesters would like to stress test the new test build's gamemodes, that'd also be appreciated.)



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I think I know what needs to be done to shake up XL's next public appearance...

Still deciding if it's worth committing to a full rebuild, but I at least figured out a better way to handle the party swapping mechanic.

This whole "making a new battle frame" situation does give me an excuse to add some things I had been putting off for far too long.

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.)

Got a (mostly stable) demo ready for the occasion!

New project is having a fun, early outing.

Mini Progress Update:

Motivation came back for a bit, so I figured I'd use it to bring Minibosses back into the fray

(Also working on a demo-specific sidequest that hands out powerups.)

New look, new direction.

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

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.