Hello everyone!
I'm happy to announce that Baldi's Basics Plus version 0.14 is now available to download! This update brings many quality of life improvements, balance changes and bug fixes to the game. As discussed in previous status updates, this will likely be the last major update for the foreseeable future as I shift my focus to 1.0 specific development. In the meantime however, I plan on releasing several 0.14 sub-versions with more minor improvements in order to make sure the early access version plays as well as possible during the wait for the next major update!
The full changelog can be viewed below, but there is one really big new change that I want to point out. I significantly improved the code that controls elevators in levels, and while doing so I took the opportunity to make a mechanical change as well. You now have to press a button inside the elevator to finish a level! Don't forget it!
This update also adds signs above classroom doors that let you know what activity is inside and if a bonus question is available, a chalkboard in the Pitstop that tells you what the next level type is, and new window textures alongside a new dithered transparency effect. Oh, and the Principal of the Thing has had a small sprite rework!
Notable balance changes include making it so that the Match Machine is completed after three matches instead of requiring all four, adding a breaker reset button that lowers all raised levers to maintenance levels and setting Baldi's max speed on level 4 to be slightly faster than his max speed on level 3 (Previously, it was lower).
There are also lots of bug fixes, big and small! The entire changelog can be viewed below. As always, thank you very much for the support!
Changelog
Additions
Added a button to Maintenance levels that resets the entire circuit, lowering all raised power levers.
Added a chalkboard to the Pitstop which displays what the next level type will be.
Added a new shader effect which renders alpha levels in sprites and textures via dithering.
Added a new green window which is used for classrooms (Post pre-release).
Added exterior signs to classrooms which show what the activity inside the classroom will be.
"BONUS" hanging neon signs will appear under these when a bonus question is available.
Changes
Elevators now have a button inside. This button must be pressed while inside the elevator in order to finish a level.
It lights up when the elevator is open and and ready for exiting the level (Even if it will go out of order when approached).
Pressing the button counts as reaching the elevator and will set the elevator to the out of order state if the player still has to reach more out of order elevators before they can exit.
Elevators now switch to an out of order state during power outages in the maintenance level type. When power is restored, the elevators will be restored to their previous state.
The elevator screen no longer has buttons for skipping the Pitstop, continuing or starting a level. The elevator screen now automatically starts the loaded level once it's ready.
If you want to skip the Pitstop, simply turn around and press the button inside the elevator and you'll be sent to the next level!
Match Machines now only require three matches to be made instead of four. Once three matches have been made, the remaining pair will automatically reveal itself.
Reduced the max distances that power levers can generate from their respective classrooms.
Adjusted Baldi's speed curve on level four so that his speed once all notebooks have been collected (Assuming no activities have been failed) is slightly faster than it is on level three.
The elevator music now continues to play in the Pitstop after the elevator screen closes.
Adjusted the size of the camping Baldi sprite to be more consistent with Baldi's other sprites.
Removed the decorative plants from the Pitstop elevator.
Added water fountains to all of the level 1 classrooms.
Changed several sprites and textures to use the dithered transparency shader effect.
Dithered several previously un-dithered sprites and textures.
Changed the old "BONUS QUESTION" signs to the hanging neon "BONUS" sign.
After pre-release
Changes marked with "*" are specific to content found in the pre-release.
*The wood window has been re-added and updated and is now used for offices and faculty only rooms.
Class rooms can now rarely have windows. These use the new green window.
Updated the copyright year to "2026".
Gave Principal of the Thing a new idle sprite with his hand down. The old sprite is now only used when he is aggroed.
Both sprites have received improved color on the bow tie.
*Increased the size of the trigger used to determine if the player is inside an elevator or not.
Reworked more sprites and textures to use the dithered transparency shader effect.
Exiting a level or opening the sticker screen will not stop the sticker opening animation.
*Changed the word "level" to "floor" on the chalk board that displays the next level type.
Technical
Overhauled the systems that managed game elevators. They can now be switched between different states more freely as a result.
Playing a MIDI music track that is already playing no longer causes the track to restart.
Open area calculations will now group all cells in a non-hall room together, however it will not mark non-open cells as such when doing so. This fixes navigation issues with more complex room layouts.
Some cells can be marked to be excluded from room groups in order to prevent unwanted cells (Such as out of bounds cells) from being included.
Bug Fixes
Potential bug fixes are for issues that I was not able to test thoroughly, but that I attempted to fix regardless. These issues may still persist.
Fixed a bug where the elevator triggers blocked the player click raycast.
(Potentially) Fixed a bug that caused the Match Machine shaft to drift out of position over time.
Fixed a bug that caused NPCs to not properly navigate rooms with multiple open areas or alcoves.
Fixed a bug where, when an NPC wandered through an open area and the selected exit point could be reached more efficiently by traveling outside the area rather than through it, the NPC would immediately turn around and take the more efficient route outside the area.
Fixed a bug where, when the level generator attempted to place a faculty only door at a specific location, but couldn't due to the possibility of that location creating a softlock, it would leave behind a navigation block. This would create a spot in the level that NPCs would not be able to navigate through even though nothing was generated there.
Fixed a bug which caused the player's position relative to a teleporter to not be properly maintained when being teleported to the destination teleporter.
Fixed a bug where an entity being teleported outside of a teleporter by Arts & Crafters or some other outside force after entering an active teleporter, but before being teleported, would result in the teleporter sending the entity to an incorrect location. Now, if the entity is removed from the teleporter before the teleportation occurs, the entity will immediately regain control and not be teleported.
Fixed a bug that would cause a vent controller to encounter an error when an entity exited a vent.
Fixed the "About" button on the main menu being one pixel too low.
Fixed a bug that caused Math Machines to stop their reset timers in endless mode once their bonus questions were activated.
(Potentially) Fixed a bug that would cause some balloons in Balloon Buster to not be counted by the activity after it had been reset while a bonus question was still available (Only possible in Endless Mode).
After pre-release
Fixes marked with "*" are specific to issues found in the pre-release.
Fixed the "Play" and "Options" buttons on the main menu being one pixel too low.
Fixed the version number hotspot on the title screen not being transparent.
*Fixed the exit sign sprite being invisible.
*Fixed activities not being initialized, and thus their exterior signs not generating, in premade levels.
*Fixed the camping field trip not loading when accessed through the main menu.
*Fixed the Pick-Quick-Nic tutorial not having music.
Fixed the Playground ambience not being affected by volume settings.
*Fixed a bug that caused NPCs to get stuck when wandering into the wormhole room.
Fixed a bug that caused Beans' spitting animation to not play properly.
*Fixed the circuit reset button revealing all the power controlled rooms on the map.
*Fixed a bug that prevented NPCs from wandering into vents.
*Fixed a bug that caused the Principal of the Thing to stand still while trapped in the small room he spawns in in the tutorial.
*Fixed the pillar special hall formation not generating correctly.
Fixed a bug that caused the player's actual guilt time when escaping detention to not be accurately reflected by the status effect gauge.
Fixed a bug where First Prize's pushing speed would not take movement modifiers into account.
(Potentially) Fixed a bug where Arts & Crafters could be stuck with a movement modifier from a crowd entity even after Student Shuffle ended.
Fixed an issue where the storage locker could not be opened from far away with super stretchy gloves.
When opened from a large distance, the player will not be marked guilty for looking in other people's lockers.
Fixed a bug where navigation data would not be updated when It's a Bully was moved somehow (Such as by a whirlpool). If he is moved, his old location will now be unblocked, and his new location will be blocked.
Fixed an issue that caused the bell sound to play twice at the exact same time (Resulting in it being slightly louder) when purchasing a map or glue stick.
Fixed a caption error where a lower-case letter was used to start a sentence.
Fixed a bug where the bus would remain audible if it was audible at the moment it disappeared.
Fixed a bug that could cause sticker descriptions to only appear for a single frame after placing one.
Fixed a bug where the tape player could encounter an error upon finishing if the player gave a student their lost item, causing them to de-spawn, while the sound was playing.
*Fixed a bug where some bonus question neon signs did not render with the correct lighting.
Known issues
AudioManagers playing multiple sounds in different mixer groups at once causes volume conflicts.
NPCs occasionally getting stuck against walls
The conveyor belt room sometimes generates with a missing exit point.
NPCs can collide between solid surfaces.
Key Bindings aren't saved per user
In the laboratory level type, class rooms that appear to be in one zone sometimes actually count for another zone.
YTP Multiplier sticker can be used on field trips minigames
Sticker tutorial voice lines sound different from the others.
Power lever cables that have defaulted to on do not always buzz.
Quickly Pausing/Unpausing can result in the game not rendering while unpaused (Also applies to the Packet-O-Matic)
Whirlpools can teleport entities to the inside of hallway pillars
If a breaker switch exists on the same cell as a normal light, it will not light green during a power outage.
Dr. Reflex will get his hammer instantly if he cannot find a path to his clinic.
Completing an activity in a room attached to a locked room will attempt to unlock the locked room doors.
Cloudy Copter's wind can pass through solid objects like lockdown doors
There is no indication for when entities are about to become unsquished
Cloudy Copter can blow wind from a location he is not at if he cannot find a path to that spot
Placing an alarm clock in a doorway prevents the door from being clicked
Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system.
Mrs. Pomp's map time is oddly placed in odd shaped rooms.
Seeds show in pre-made map elevators.
Held sprites (Such as when holding a balloon) use the lighting of OOB when held against a wall.
CoreGameManager sounds stack and then play all at the same time when the environment is frozen.
Maps from saved sessions are bugged when updating from an older version with different level generation.
PotT doesn't open/close doors while fleeing from the tape.
The player camera can rotate while inside the locker
Opening the advanced map while inside the locker causes visual issues.
Invalid Portal Poster sound doesn't always play when attempting to place a Portal Poster.
Entity lighting and visibility constantly fluctuates based on the below cells while traveling though vents.
Using the Hourglass sticker in explorer mode causes the incorrect time limit to appear.
Multi-poster posters can spawn in places where they are not completed or have gaps.
Entities can occasionally be seen clipping through the walls of vents due to the way they can crisscross
The locker rule is not listed on the school rules poster.
Beans will repeatedly run back and forth if he sees the player but there is an obstacle between them requiring him to move away around a corner to try and approach them
One-way doors that fail to generate and revert to swinging doors still keep one-way icon on map
Pressing opposite directions in advanced map causes slow movement.
Arts and Crafters' echoes don't always match Crafters' orientation during Gravity Chaos.
On some screen resolutions, the elevator screen has gaps that can be seen through.
Lockdown doors near spawn can be seen snapping to the open position when game starts.




















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