Game
FNaF World XL
4 years ago

Version 0.8.4 stays true to the series' roots...

...and drops early!


xl_patch_anniv.jpg

I probably could've waited for the actual date, but... eh.

New content:

-To celebrate the 7th anniversary of the franchise, 7 Anniversary costumes can now be purchased at Possy's Costume Shop!

-You're not seeing things... Bubba has found his way into Pinwheel Funhouse!

Fixes:

Battle:

-Stinkbomb's name will now properly display

(He already has enough problems to deal with.)

-XP pulls over 1000 will now pull even FASTER than before

(At roughly 200 XP per 0.01 second.)

-Freddle bites deal less damage

Party Select:

-Adjusted the position of the roster slots

Overworld:

-Glitched token chests can no longer be collected for regular payout.

(It wasn't working as intended)

Instead, a delay will now be active for a few seconds upon return to the Overworld. While this delay is active, players can't collide with the glitched chests. Once it resets, a player can collide with the chests again and face the miniboss within.

-Removed a redundant fake stump in Pinwheel Funhouse

DeeDee's Fishing Hole:

-Increased the chance for a gift box to spawn

Max's Salvaged Goods:

-Pulse Lures now properly save and load to a file

-Adjusted Pulse Lure description and values to match changes made after it's initial inclusion

As a heads up, the next update/patches may take a bit to prep due to the amount of stuff that'll need to be added.

(And also because I may need some time to de-stress from everything that's been going on in my life.)

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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...

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!

Suppose it was about time that some of these skills got a little extra kick.

Still have to address a few tweaks to layering and test some other sidequests, but I think that we're back on track again.

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.)

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

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

New project is having a fun, early outing.