Game
Baldi's Basics Plus
1 month ago

Baldi's Basics Plus version 0.4.2 Changelog


Version 0.4.2 is now available! This update may be small, but that's because I've begun working on new stuff! In fact, I've already finished a new item that will be added in version 0.5!

As I continue working on new stuff, expect fewer bug fixes than in the 0.4.1 update. I'll try to get around to fixing all the current known issues eventually!

Changes

  • Big Ol' Boots now last 60 seconds.

  • Outside force modifiers (Such as wind or BSODA) now use a priority system that will cause lower priority modifiers to be ignored.

Bug Fixes

  • Fixed a bug that would cause NPCs to navigate through walls when targeting, wandering, and then targeting again in quick succession, such that the start cell and target cell never changed with each calculation.

  • Heavily reworked balloons to fix several issues they've had since the 0.4 update. They now pop when taken outside of a class room before respawning. When swapping a held balloon, the held balloon now takes the selected balloon's position. Balloons now have better movement.

  • Fixed some issues relating to changing the height of a non-grounded entity.

  • Fixed BSODA passing through entities when they are being pushed by multiple outside forces at the same time.

  • Fixed BSODA and other non-grounded entities being affected by forces that should only affect grounded entities (Like the conveyor belt and merry-go-round).

  • Fixed a bug where, if an entity was destroyed while on a merry-go-round (Such as an alarm clock despawning) it would cause the merry-go-round to stop affecting other entities.

  • Fixed a bug that caused non-player entities being pushed by outside forces to move slightly faster than they should.

  • Minor misc. fixes to the endless medium premade map.

Known Issues

Note that many of the issues listed here have been reported by players, but I have yet to reproduce them myself, so the accuracy of them might vary.

  • Balloons occasionally clip into objects.

  • NPCs will often not try to flip themselves when they are oriented opposite the player during Gravity Chaos. This can lead to strange NPC behavior.

  • NPCs will occasionally appear to turn-around when entering open areas where a hallway bridges between two different parts of that open area.

  • Lockdown doors near spawn can be seen snapping into the open position at game start.

  • Principal Office door can get stuck open indefinitely if sent to detention during a flood.

  • Dr. Reflex will not always be facing the entity he is hitting with his hammer.

  • Dr. Reflex can squish NPCs even when they do not match his orientation during Gravity Chaos.

  • Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system. I plan on finding a way to prevent captions from rendering on top of each other.

  • There is no indication for when entities are about to become unsquished (Not a bug, just an issue I intend to address soon).

  • It is possible to see out of bounds while being rotated by a gravity flipper while squished.

  • On some screen resolutions, it is possible to see a gap through some elements on the elevator screen.

  • Some NPCs are very annoying when they are squished.

  • Wind and conveyor belt audio is not propagated.

  • NPCs will occasionally end up wandering into an area they should be fleeing from.

  • Dr. Reflex can sometimes get his hammer early while being pushed around by outside forces.

  • NPCs will occasionally get stuck on the merry-go-round.

  • NPCs can collide with other entities through walls, triggering their effects.

  • Math Machine balloons can rarely get stuck behind the diagonal math machine.

  • It is possible to escape being pushed by First Prize by pausing/unpausing the game rapidly.

  • Principal locks all office doors when leaving his office during detention, even ones he is not leaving through, which can cause a door unlocked with keys to unexpectedly be locked again.

  • Mrs. Pomp can ask you to come to a class room that the player is already in.

  • One-way doors can generate directly next to lockdown doors.

  • One-way doors can generate on top of regular swinging doors.

  • Principal, under some circumstances, can maintain his fast speed after using the principal whistle.

  • Stamina drops when trying to move even if the player cannot move.

  • Whirlpools that spawn behind a closed elevator gate still pull on the player, and this can cause the player to get stuck if there are multiple whirlpools.

  • The camera can rarely be rotated up/down when getting turned around by Dr. Reflex.

  • Sometimes the edge of the flood water object can be seen.

  • Dr. Reflex's sprite rarely getting tilted when pushed by multiple outside forces at once.

  • Holding the quick map open while opening the advanced map causes a small visual issue.

  • Arts and Crafters' echoes while attacking don't always match his orientation during the gravity event.

  • When spawning in a level, the inventory says "Nothing" even if an item is highlighted.

  • The wrong amount of power tubes is displayed when playing certain modes.

  • Mrs. Pomp's map icon is awkwardly placed in some rooms.

  • Chalkles' voice sometimes cuts out while laughing due to the audio being propagated and entering another room/going out of bounds.

  • Going on a field trip while the "all notebooks" notification sound is playing will cause it to play a second time after returning from the field trip.

  • A seed is displayed when playing pre-made maps.

  • Held sprite objects, such as the math machine balloons, can be held into other areas such that their lighting noticeably changes.

  • Mrs. Pomp doesn't wander around class rooms in pre-made maps. She just stands in a corner.

  • Certain sound effects are delayed while the environment is frozen (Such as when Mrs. Pomp is asking the player to come to her class).

  • Maps from saved games of Hide & Seek from older versions of the game will fill out the areas found from the previous play session, even if it doesn't match new level generation.

  • Principal doesn't open office doors during detention while fleeing from a tape.

  • Beans' gum will float if the surface it hit is moved away.

  • You can look back while inside a locker.

  • During the flood, hall swinging doors do not open, while swinging doors that lead into rooms do open.

  • The map in Johnny's store doesn't remain sold out after buying it when replaying the same level.

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