Game
Baldi's Basics Plus

3 hours ago

Version 0.14.2 is available now!


Hey everyone!

I'm happy to announce that version 0.14.2 of Baldi's Basics Plus is available now! This is another quality of life update, with the most notable change being that control maps are now saved per-save file, instead of all save files sharing one. This fix was long overdue, but I finally got around to it!

As mentioned in a post from a few days ago, these changes mean that control maps from previous versions of the game will not carry over, so please be sure to make a note of or screenshot your current controls so that you can easily reassign them to your liking after updating.

I also mentioned in that post that I had plans to change the default control settings for controllers. However, after looking over the feedback on my proposed defaults, I've decided to hold off for a bit to try and find something better. All default controls will remain the same in 0.14.2 as they were in previous versions.

Aside from that change, there are a handful of other improvements and bug fixes. Check out the full changelog below:

Changelog

Additions

  • Added a grid to the advanced map. This should make it easier to explore the advanced map when viewing unexplored portions of the level.

Changes

  • Cloudy Copter's wind now stretches to cover the entire navigable length of whatever the starting position is. Open areas no longer cut off the wind for example.

    • An exception to this is when that path extends into other rooms. The wind will not pass through a door into a classroom for example.

  • Cloudy Copter's wind is now affected by game elements that block navigation and it is updated accordingly while active. For example, a closed lockdown door will block wind, and opening it will allow that wind through.

  • Updated the school rules poster to include the "no looking in other people's lockers" rule.

  • Increased the frequency at which Playtime will randomly speak while wandering.

  • The quick map is now mirrored when the player is upside down. This makes it rotate with the camera as expected and should allow for easier navigation while flipped.

  • Control maps are now saved per-save file instead of being shared across all files.

  • Changed all asterisks (*) used in the captions to enclosing brackets ([]) to better align with captioning standards.

  • Improved the safe room assets. There is now a rug object covering the floor and the floor now uses a proper texture.

Technical

  • Refactored audio playback to interface with AudioSources through an AudioSourceManager. This AudioSourceManager handles the creation and control of AudioSources for different audio categories (Sound effects, voices and music) for each AudioManager.

Bug Fixes

  • Fixed a bug that caused power cables to not buzz when they default to on.

  • Fixed an oversight that allowed the YTP multiplier sticker to work while in The Pit Stop or on a field trip.

  • Fixed a bug that allowed power breakers to generate on the same cell as standard lights. This caused a conflict with the light color when power went out.

  • Fixed an issue where Cloudy Copter's wind could appear without Cloudy Copter being present if he was unable to find a valid path to his targeted destination.

  • Fixed the player being able to rotate themselves while in the locker (Allowing the player to exit the locker facing a different direction than they entered it).

  • Fixed an issue with the YTP display HUD animation where it would snap into different positions if the flag determining its position was rapidly changed.

  • Fixed Arts & Crafters being able to interact with the environment while spinning around the player.

  • Fixed a bug that caused Playtime to not pursue the player if she spotted them while a voice clip was playing.

  • Fixed a minor coding oversight which resulted in certain values for structure generation not being accurate to what was actually generated. This may result in minor level generation differences.

  • Fixed a bug that caused Dr. Reflex to get his hammer even if not inside the clinic if he couldn't find a valid path to the clinic.

  • Fixed an issue where, when one AudioManager attempted to play two or more sounds in different sound categories at once, the volume would change to match the last played sound. This resulted in conflicts with volume settings.

Known Issues

  • NPCs occasionally getting stuck against walls

  • NPCs can collide between solid surfaces.

  • In the laboratory level type, class rooms that appear to be in one zone sometimes actually count for another zone.

  • Sticker tutorial voice lines sound different from the others.

  • 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

  • Vents that exit in cafeterias are floating due to the raised ceilings.

  • Completing an activity in a room attached to a locked room will attempt to unlock the locked room doors.

  • There is no indication for when entities are about to become unsquished

  • 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.

  • 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

  • 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.

  • If an entity gets squished while gum is stuck to it, it won't render properly.

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