Game
FNaF World XL
3 years ago

PTB Pass 2 is live!


Hey, all!

Got a new public test build release ready to try out. This update is mostly aimed at ironing out more of the blatant problems that were still baked into the game. It does also contain a tiny new (and probably long overdue) addition related to early gameplay.

There's probably more I missed/ haven't been made aware of yet, but we'll start with this and go from there.

----New Content----

-When you first enter the overworld, the screen will display controls until you move

(This will also display for returning players, though it should only appear once)

----Fixes----

Battle:

-Rebuffed Unscrew so that it can affect all enemy types. Stronger bosses are far less likely to receive a killing blow.

-Adjusted Esc Key to share some similar mechanics with Unscrew

-Adjusted values Hot Cheese uses to track active "splats"

-Fixed a bug where Quick Fix (a rare Prize Ball cast) would heal Party 1 when Party 2 was active

-Fixed issues where improper names were displayed

-Adjusted enemy events to (hopefully) ensure they explode when their health hits 0

-(Hopefully) fixed issue where laser hitboxes would not hit their targets

-D1SPL4C3D can no longer cast skills

(P.S. All XL-original endo enemies will be retired/ replaced during the 1.1.0 renovation. Enjoy them while you can.)

Overworld:

-Fixed an issue where the Boost: Grind Chip was attempting to use values from another Chip Chest

OCN:

-Fixed issue where a flickering effect that occurred at the same time as a jumpscare would cause a softlock

Misc:

-Fixed save data not erasing more recent additions when starting a new game

That's about it for now.

'Till next time!



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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.)

Yeah, we're doing this.

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

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

It's been a long time coming...

New look, new direction.

Motivation has returned in a substantial enough way.

The more things change, the more they stay the same.

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!

Save file stuff (sidequests, maps and "autosaving") might currently be a troublesome mess, but at least development on OCN is going pretty smooth.