Hello everyone!
Baldi's Basics Plus version 0.7.1 has just released! I've been hard at work on 0.8 since 0.7 launched, but I made some time for a small patch as well. This patch makes several QOL improvements to the game based on feedback from 0.7. Thanks to everyone who has shared their thoughts!
Most notably, I've added a new option for players who might not want to play field trip minigames, but don't want to miss out on items. For quite a while I've considered the fact that not everyone is going to enjoy having to learn separate minigames in order to not miss out on any good items, so I've come up with a compromise. This is something I had intended to implement for 0.7, but just didn't quite have the time to. This new feature is the ability to give Johnny your bus pass! He'll go on the field trip in your place and bring back a random selection of three of the available minigame items. If you do this, you'll miss out on a potential perfect bonus, and Johnny may not select the same items you would, but the option is available now if you'd rather skip the field trip!
Oh, and also a reminder that the Dr. Reflex plushie is only available for a few more days! You can check it out here: https://www.makeship.com/products/dr-reflex-plushie
With all that, here's the full changelog:
Additions
Added the ability to give Johnny a Bus Pass when a field trip is available. He will go on the field trip in your place and bring back three randomly selected items.
Added Steam Timeline/Recording support. Steam Recording is currently only available in Steam client betas. Whether you are currently using the beta, or wait for the feature to release officially, Baldi's Basics Plus will indicate useful information on your recording timeline to make it easier to find specific moments from your play session.
Changes
In Pick-Quick-Nic, the round indicator text color has been changed to green.
In Pick-Quick-Nic, the round indicator will now say "Final Round" on the final round, and "Bonus Round" followed by the number of bonus rounds that have been played if the player manages to go beyond the final round.
When playing minigames in Hide & Seek, there is now text if you lose indicating that you could have earned items if you had won the minigame. If you win, but do not get a perfect bonus, there is now text explaining that you can now pick three items.
When playing Campfire Frenzy in Hide & Seek, there is now an indicator showing how many tosses are left until the game is finished.
Bug Fixes
Fixed field trip entrance ambience not being affected by volume settings.
Fixed field trip minigames being in scoring mode while accessing them in Explorer Mode.
Fixed a bug that caused the grade bonus to not award the same amount of YTPs as displayed on the results screen.
Fixed a visual issue where the elevator screen would zoom a bit more than it was supposed to for one frame at the end of the animation.
Fixed an error that would silently occur due to banana trees spawning bananas in an invalid location.
Known Issues
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.
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.
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 or when he is not able to find a path to his clinic.
NPCs can collide with other entities through walls, triggering their effects.
Math Machine balloons can rarely get stuck behind the diagonal math machine.
Principal, under some circumstances, can maintain his fast speed after using the principal whistle.
Arts and Crafters' echoes while attacking don't always match his orientation during the gravity event.
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.
During the flood, hall swinging doors do not open, while swinging doors that lead into rooms do open.
AudioManagers playing multiple sounds in different mixer groups at once causes volume conflicts.
NPCs occasionally getting stuck in walls/objects.
One-way swinging doors can generate on top of standard swinging doors.
Cloudy Copter's wind can pass through solid objects like lockdown doors.
Placing an alarm clock in a doorway prevents the door from being clicked.
Gotta Sweep can navigate through locked standard doors but will not open them.
The Test can spawn close to the player.
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