Hey, all.
So you may be wondering why this isn't just V1.0.1.
Well, I'm gonna be honest: I still feel like there is stuff I missed (mostly due to the burnout that is setting in), so I can't in good conscience call this a proper release just yet. It is, however, in much better shape then it was before I pulled V1.
It's definitely not perfect, but it should be just about there for the public to try out again. (And hopefully not have any egregious softlocks.)
----New Content----
-In (belated) celebration of FNaF's 8 Year Anniversary, 5 new costumes have been added to Possy's shop:
Flipside BB, Flipside JJ, Flipside Withered Freddy, Flipside Golden Freddy and Flipside Endo-01!
-Added a new chip:
Boost: Grind!
-Enemies now have access to new skills:
Endo Army and Springlocks
----Fixes----
Overworld:
-Fixed infinite loading bug
-Removed HE Overworld and Load triggers involved with it
-Rebuilt coding of Challenger encounters to:
Remove base party from the selection range
(May make future adjustments if alternate gamemodes require it.)
Have a more manageable range of values to choose from
Make the chance of encountering a tougher challenger early a bit more likely
-Token Chest pulls also are now instantaneous
-Added a new condition to the roaming enemy sprites:
in instances where the random chance value is lower or equal to 0 (likely due to people not heeding the PSA I posted, oof), the value will reset to the default of 3
-Enemy sprites will now config their values before hitting the player, better ensuring you actually enter a proper battle
-Reorganized triggered events when colliding with an NPC to properly set location
-Small tweaks to how music plays when changing zones or talking to NPCs
Battle:
-Heavily nerfed the following skills:
Jumpscare (Normal version only applies for 1-3 seconds, with an additional 0.05 seconds every level.)
Hot Cheese (Lowered duration to 10 seconds.)
Unscrew/Unscrew 2 (It is now is impossible to insta-kill any challengers, mini bosses, bosses, and/or XOR. They will do 0 damage if either one lands a proper "hit".)
Endo Army (Time active changed from 10 + (Lvl) seconds down to 10 + (Lvl x 0.1) seconds.)
Jumpscare 2 (Normal version only applies for 6 seconds, with an additional 0.05 seconds every level.)
-Fixed issues with skills that set their focus on individual targets (Such as Eye Beam and Hook)
-Changed method of acquiring Faz-Tokens and Faz-Coins. It will now instantaneously occur the moment a Victory is obtained.
-Nerfed Gearrat, Totemole and Chop N' Roll damage modifiers
-Nerfed enemy Toxic Bite damage
-Adjusted enemy attack values so that they pull directly from the damage value, instead of trying to make them pull from the damage popups
-Made changes to how the final boss sprites load in
(If Security is still broken after all this work I put in, I'm retiring from game development.)
-Inactive party members now have faster decay of Poison effect
(From 0.5 second decay down to 0.2 second decay)
-Redesigned the enemy Mimic skill. Instead of copying an attack from the last active party member, it'll select one from a list tediously built from the active party.
(Note: Some characters don't have accurate copyable Mimic skills yet, so they will use a "Prize Ball" copy in the mean time and just cast a random mimic-able skill.)
-Endo-01, Endo-02 and Spring Bonnie now use Endo Army and Springlocks respectively when facing them as Challengers
-Adjusted position of Poppers launcher when activated, which should keep most poppers on screen and closer to their intended targets
-Slight change to how Enemy names are tracked and displayed
NPC Chat:
-Changed the Token and Coin icons to their non-8-bit counterparts
Items:
-Nightmare Endo Torso now also applies 50 armor points when equipped
-Current Armor stats are displayed above the Endo
-Bytes now have unique descriptions when unlocked
Quests:
-Added extra items to help keep track of Story Sidequests:
Counters to show progress for each NPC
Display of items unlocked from the quests
Halloween Backstage Prototype:
-Added some text near the spawn point to help newcomers understand that the "Update 2/Minigame Mania" content is still in very early development and is currently not my primary focus
(Because trying to work on the main game and 4 minigames simultaneously in such a short span of time would quickly push me to my breaking point.)
-Adjusted entire zone position
-Added an additional exit warp just below the main area in case players got stuck outside these boundaries
(The area was moved to the upper left of the frame in case you have trouble finding it.)
-Fixed position of buttons on HUD
OCN:
-Added a Practice Mode so new players can get adjusted to the mode
-Added failsafes for softlock scenarios where:
1. the target challenger is set to 0
2. a non-lethal target challenger gets into the office, and no lethal animatronics are active
-Added an additional set of controls. Flicking the mouse to the bottom of the screen will bring up the cams, and flicking it to the top will put on the mask
(Other methods should still work, though this change may have unintentionally buffed Chica's Magic Rainbow.)
-Increased the size of the cam buttons
-Made Max's voice clips uninterruptable, which should make his attacks much easier to prepare for
-Adjusted mechanics of Mr. chipper:
He will properly advance forward when the room is pitch black, regardless of whether or not the player is actively viewing the cam
Flashing him at any phase will completely send him back
He will now disable all cameras the moment they are pulled up and he is in his final phase, rather than needing to be on Cam 4 to trigger it
Misc:
-Resized Flipside Withered Foxy to not be as massive
-Made changes to a few of the Chip Get popups
(First phase of updating all of them to a single style.)
-Loading Screens that show locked characters will now replace their sprite with a silhouette, and will also provide hints to unlocking them
I'll still try to work in fixes when I learn of them, but honestly I just need an actual break from this project.
It's been haunting the back of my mind for a few months straight and that has not been doing my mental health (or the backlog of other projects I've had to completely abandon for this) any favors.
'Till next time.
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