Game
FNaF World XL

6 months ago

Version 1.2.0 is here!


I may have tried to pop off with fixes last night.

Probably not a massive update in the grand scheme of things, (and also still messy in places), but this one should still be a fun one for long time followers of the project!

New Content:

-Breaking free from the roadmap comes a long-awaited arrival: Circus Baby!

-Two new skills are now in play: Sweet Storm and Bidybabs!

-The Scooper makes it's devastating appearance as a new Showtime skill!

-Withered Foxy and Chipper's Revenge are now available to take on in Practice Mode of OCN! Give them a try before they get integrated into all the other challenges!

(There's also a little tease of the next character that will be coming.)

-OCN's Practice Mode now has buttons to quickly adjust the difficulty of all animatronics simultaneously!

Fixes:

Battle:

-Fixed major issues where the death of a party member and/or team would lock up the player skills entirely

-Fixed issue where the Pam's Blacktomb Yard Sidequest and &*___TWRE Sidequest were not keeping score

-Fixed issue where Bubba was awarding way too much XP upon defeat

(30,000 -> 3,000)

-Fixed issue where Auto: Bubble would be active, even when not equipped

-(Hopefully) fixed major issue where Player Skills would become disabled if a character and/or active team died

-Fixed issue where Robbie, Pam, Arthur and Max would be blown up when beaten

(Don't currently have a workaround for the shadow getting deleted, but at some point I'll address it.)

-Modified scaling health of base Challengers (9-40) to both equalize the values and account for the extended roster

(Each character past the first 40 adds an extra 1000 HP to their max health!)

-Plush Storm's base stats have been adjusted*:

Heal: 40-80 -> 60-140

Damage: 85-125 -> 100-400

-Toxic Song's base stats have been adjusted*:

Damage: 180-200 -> 220-300

-Fixed issue where Reaper Bytes would not reset their instakill chance after getting a kill, resulting in an unearned 2-for-1

-Slight change to how lasers hit opponents

-Fixed issue where laser crits could last for a full second

-Fan Byte now has a unique crit chance on it's lasers

(1 in 80 -> 1 in 50)

OCN:

-Fixed issue where Possy would hijack a jumpscare from another character's current jumpscare animation

-Screen flickers have now been removed from the attack patterns of Jack-O-Bonnie and Jack-O-Chica

-To offset the above change, Jack-O-Bonnie and Jack-O-Chica can now be camera stalled

-All Game Overs will now explain what the player failed to do

-Screen change between characters displayed on the TV now makes an audio cue

-Updated descriptions of most of the cast to better clarify some instructions and address typos

-Updated Office renders to utilize additional posters and decor

-Slightly increased chance for Nightmare Mangle parts to appear

-(Hopefully) fixed issue where Nightmare Mangle's head would not appear properly

-Fixed issue where Auto: Bubble would not be immediately available upon beating Oscar

-Added a small 20 millisecond delay when pulling up or putting down cameras

(Done to prevent the cameras from breaking if flipped too fast.)

TINPB (OCN Animdude):

Between Animdudes' ability to easily traverse pits without any input and the spike traps not operating properly, a few balance changes were required.

-Remapped layout of levels to adjust difficulty

-Decreased size of Animdude sprite

(Also adjusted the size of the troll Oscar head to match)

-Decreased Animdude run speed

-Spike traps properly reset their drop timers upon level start and when Animdude loses a life

-Spike traps drop rates have been adjusted

Quest:

-Tweaked main quest error message

-Fixed issue with display of message that should display after Fredbear opens up Halloween Backstage

-Fixed typo in main quest dialogue

-Fixed issue with the display of Max's Sidequests

(Namely fixing the display of Pinwheel Funhouse enemies defeated)

NPCs:

-Fixed major issue where sidequest Done button would not work when pressed due to conflicting value trackers

-Sidequest Done button will now only appear once rewards have been properly distributed

(As to ensure that items like XP and Levels are properly applied.)

-Fixed issue where text for Max's sidequests would not display properly

-Fixed issue where item description text would pop up in it's null config when going into Max's side quest dialogue

-Fixed layering issue with player's funds

-Fixed issue with text appearing in places where it shouldn't

(ESPECIALLY the one that messed with the context for Universe End.)

-Fixed issue where Pulse Lures could not be properly purchased

Misc:

-Moved around some configuration involving the Chips used in battle

-Fixed issue where one of the fish tiers would still not award tokens upon catching

-Fixed issue with layering of HUD items in Halloween Backstage

(No need letting it give away Possy's hiding spot!)

-Removed some redundant strings in the Party Select frame

-Updated Title Screen with new way of showcasing characters. Also there's more characters.

-Fixed issue where Purpleguy was using Coffee's values to show his unlock state in the Loading Screen

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*Stats of skills likely to change when the full skill re-balance gets underway.

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Guess we'll see if my late night efforts were worth it.

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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.

How about we change things up?

Figured it out.

New project is having a fun, early outing.

Motivation has returned in a substantial enough way.

It's been a long time coming...

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

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