Added three new structures and a lot of improvements/bug fixes to the game!
-- Additions --
Added three new Structures: Roto-Halls (Only spawn on F3 and Endless), Coin Doors (Use a quarter to unlock the SWING door, only on F3), One-Way Doors (A swing door with only one direction, only on F2)
(BB+ v0.3.8 Asset) Added sound to water fountain when using it
(BBCR Feature) You can now set the timer of the alarm clock by just clicking on it
(BBCR Feature) You can now move a little foward if you jump during playtime minigame, but you can't sprint
-- Improvements --
Re-Worked the Structure Spawning System, not only the generation is faster but you may also see structures spawning in angles you never saw!
The Alarm Clock Timer is now accurate
Improved Player's Collision to Structure's Hitboxes
In Lockdown Event, the nearby metal doors will now render so you can also have time to go through if they are still sliding
Updated Tips Section on How To Play menu
Dead Ends are now randomly removed instead of only removing those not colliding with a room
Doors will now force render if opened (so you can hear the sound of it at least)
Principal will now randomly choose where to stay when putting you in detention (that means it will no longer teleport inside a desk)
-- Adjustments --
F3/Endless will now only have one bigroom, to prevent glitched seeds caused by lack of space
Now if the map is broken, instead of letting you play, it will intentionally crash (this also applies for 0/0 Notebook Seeds)
Decreased seed number length to 11 digits
Decrased a little F3 maximum size
Conveyor Belts will no longer spawn touching each other, this was causing issues with some NPCs
If a NPC is inside a room, it will go to any other room connected to it rather than the center
Cafeterias no longer spawn in F2
-- Bug Fixes --
Fixed a critical bug of the generator that could generate broken maps (they still exist, but in very rare patterns)
1st Prize could occasionally walk while not facing the expected direction
Tiles rendering was taking half second to render when leaving elevator
NPCs could see the player through gaps in the walls
Rarely when Crafters teleports the player, the game could crash due to not finding a suitable place to teleport Baldi
The Generator Area Scanning was broken
When getting detention, the locked doors would only make noises if they spawned first, now they will force spawn when in detention
After Baldi getting an apple, he would just get stuck
Cloud Copter would get stuck trying to get to a spot that isn't available on the moment (by locking it somehow), now if the spot is locked, it will choose another one
Event Ringing Sound would still play in library
Merry-Go-Rounds and other structures were been rendered too close to the player (you could notice it rendering)
Chalkles could sometimes stay behind some objects while outside the chalkboard
If you used the alarm clock inside a yellow door and locked it, Baldi would be still attracted to the sound and get stuck in the locked yellow door
Fixed bug that was causing 1st Prize to "glitch out" trying to align with the tile in high speeds
Gotta Sweep would sometimes reverse it's direction when getting inside an open area
Oof, that was the update!
Hope you guys like it!
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