-- Additions --
Re-Made NPCs Pathfinding from Scratch to a more simplified one, now it uses A* pathfinding, a much faster method
Baldi now queue his sounds, which means, if he hears a sound with higher sound value, then hears one with lower value, he will keep the sound in mind so when he gets to the current sound, he will then look for any other sound he previously heard
-- Adjustments --
Re-drawn the Stamina Bar
Limited the amount of items in a faculty room to 2 (there could be up to 6 items in a single room)
Increased the limit size of faculty and classrooms (they can have 5x5 size now)
Tables of the faculties will have more decorations than before
Decreased the chances of appearing blue lockers in map
Now more random hallways will generate from dead ends
Increased a bit the Principal's FailSafe, now it will take a little more longer for him to react to the player breaking the rules
Increased the YCTP Sound Value (When answering wrong), now it's even higher than the Clock
-- Improvements --
Changes on Plot Expanding Script, now it is smaller and more accurate
Lot of tweaks to the generator
Now when you leave a blue locker, instead of leaving in front of it, you will leave on the previous position you were before entering
-- Bug Fixes --
There was a glitch in the scanning phase that could result in unnecessary 0/0 Notebook Seeds
The Stamina Bar was showing a small green gap when empty (only showed up if in fullscreen)
Fixed a glitch which NPCs that spawn within the rooms (Principal's Office for instance) could sometimes not despawn making the game has 2 principals
If you reached until here
Then you get a glitched seed!
84624923442 - F3 - 0/6 Notebooks + One Door to Big Room
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