Hey.
Been thinking about the increased demand for new content to be added to V1, so making this build to help give some better context for an upcoming poll I'll be posting. Suggest giving this a try before interacting with that.
New stuff:
-A few of the game's real endings can now be obtained
(Note: 1 of them uses a temp asset for their respective trophy.)
-With the issues (hopefully) hashed out, Save slots 2 and 3 are online
-Some additional save info is displayed
-The following bytes are now attainable:
BossDrain01, BossDrain02, BossDrain-X and the Pearl
-Flipside Withered Foxy is added
-The Sub-Tunnel routes are now 100% complete. You can now access every area that the glitched objects would take you to.
-Added an additional first time config screen for players to adjust their screen resolution and loading screen preferences prior to the game startup.
It'll only pop up once, much like another added component...
(Oh, and it'll also re-display the warning message in case it was hard-to-read prior to configuration.)
-Added more updated renders for overworld sprites, such as gates and barricades (now given a 3D upgrade)
Fixes:
Title Screen:
-New Game selection prompts will now properly hide when using the Back button
Party Select:
-Adjusted slots so that it only shows obtainable characters
-Fixed coding so that numbered slots can be swapped between each other (handy for early game when you have no other characters to swap between!)
Overworld:
-Fixed a major route error caused by some tents in Pinwheel Funhouse
-Adjusted the Save button config so it doesn't overwrite Showtime's acquisition
-Fixed certain items not having proper collision
-Fixed an issue with layering that would hide token/coin values while in a mine
-Hid some dev textures that were showing up in the Sub-Tunnels
-Removed entry to temp Halloween Backstage
(access to the semi-complete roster can be accessed via debug.)
"C", "D" and "+" for all of you who are casual fans and missed out on that stressful period of XL's development.
-Fixed the placement of the player's respawn point after getting a Game Over
-Adjusted event config so that the animations for button presses play properly
-Decreased chance for enemies to rapid-fire spawn when the Classic Enemy Mode is active
-Increased the amount of time DeeDee will be gone after a successful catch
-Updated the Sub Tunnels with new static overlay and additional perspective objects (it's more of a visual trip the further down you go)
-Added missing objects in Blacktomb Yard
Battle:
-Rebalanced enemy stats to improve their damage and attack speed
-Rebalanced all player skills to match up with the current system, buffing and nerfing skills to match up
-Adjusted leveling config to better match the rate of the original (and be better balanced for the current enemy roster)
-In the off chance it pops, Plush Storm will now properly reset values tied to their respective Prize Balls
-Added missing conditionals so that players can no longer attack while attempting to run
NPC Dialogue:
-Added in necessary config so that "Update 2" roster will appear
Misc:
-Adjusted both the speed cap and spawn rates of fish in the Fishing Hole so that it's a bit easier to obtain a higher grade catch
-Unified the majority of backdrops across the Party Select, Battle, and NPC Chat frames
Additional notes:
-Foxy, Mangle and W Foxy do not currently contribute any abilities to Showtime when used
-Due to the configuration of some new elements, saves made prior to the update won't be able to display proper time played, and might have issues getting certain endings
-The saves of this version are not linked to the original FNaF World or UCN, so getting the trophy shared between those two will not count towards the one in XL. (And vice versa.)
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