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Baldi's Basics Plus News

Version 0.5.2 is available now with a hotfix for captions!

Hey everyone! With the last update, a new bug crept in that caused some captions to freeze in place in certain scenarios. That seemed like it would be a pretty annoying issue, so instead of saving the fix for another big patch in a few weeks, I decided to just release a small hotfix to take care of the issue now.

In other news, Baldi's Basics Plus is currently 30% off as part of Steam's Endless Replayability Fest! Now's a great time to grab the game if you haven't yet!

Here's the full (albeit tiny) changelog for version 0.5.2:

Bug Fixes
  • Fixed some captions permanently freezing in place and never disappearing in some scenarios.
  • Fixed propagated audio managers playing audio from an incorrect position on the first frame they are loaded. This issue also affected captions and so captions appearing in the incorrect position on the first frame they appear should also be fixed.

Version 0.5.1 is available now!

Hey everyone! Thanks for all the bug reports. I've spent most of my development time this past week fixing bugs, and version 0.5.1 brings all these fixes to you! Here's the full changelog:

Changes
  • Dr. Reflex now opens locked standard doors when he passes through them, just like other school faculty characters do.
  • Adjusted the balance of rare items.
  • It's a Bully now only pushes the player and NPCs. Other entities now pass through him.
  • Chalkles now forces all doors in the room shut when he activates.
  • Mystery rooms no longer appear on the map, even if the map is purchased from Johnny.


Bug Fixes
  • Fixed 'Nana Peels being lost from the inventory when saving and continuing a game.
  • Fixed stamina not dropping when running against an opposing force such that the player's overall velocity is less than their walking speed.
  • Fixed issues with how angles were calculated for sprites with multiple viewing angles.
  • Fixed an issue that caused an empty caption to appear during the flood event.
  • Fixed a confusing issue with power tubes. When the elevator screen is loaded, it will show how many tubes the player has at the moment, but now the tubes will also be updated when a new level is loaded and power tubes are restored to 3.
  • Fixed the elevator for endless mode showing 2 power tubes instead of 1.
  • Fixed a bug that caused some items with time limits, such as the name tag and boots, to continue using up time during field trips, wasting them.
  • Fixed portal posters never spawning in levels.
  • Fixed the principal whistle never appearing in Johnny's Store.
  • Fixed a bug where an entity sliding on a banana peel into the bully would result in it getting stuck bouncing off of the bully until he left (And sometimes making a horrible noise as well).
  • Fixed a bug where getting sucked into a whirlpool while holding a math machine balloon would result in it getting lowered.
  • Fixed inaccessible cells being visible on the map as part of some of the new cafeterias and libraries when purchasing the map from Johnny.
  • Fixed a bug that allowed lockers to generate into other rooms through doors or other openings.
  • Fixed Dr. Reflex not always facing an entity as he squishes it.
  • Partially fixed a bug that allowed swinging doors to generate on top of one-way doors and possibly other types. This may still happen occasionally but I have fixed one of the ways this could happen.
  • Fixed a bug that occasionally resulted in some items in levels not being dependent on the seed.
  • Fixed captions continuing to render for game objects that have been disabled (In particular, Arts & Crafters' caption remaining visible even after disappearing).
  • Fixed a bug that allowed the player to click on a Math Machine after their held balloon has popped and still be able to submit the last held number as an answer.


Potential Bug Fixes

These are bugs that I was not able to reproduce myself, but that I still attempted to fix by reviewing code and cleaning out potential flaws. Since I have not been able to test these bugs myself, I cannot verify they have been fixed. If anyone still experiences any of the below bugs, please let me know and try to provide as many details as possible to help me figure out how to reproduce the bug.

  • Hopefully fixed a bug that would cause Dr. Reflex to tilt the player camera up or down when turning the player to face him.
  • Hopefully fixed a bug that would rarely cause Baldi to stop counting down at the beginning of the level and never beginning the game, allowing players to get through the level without any characters spawning or events starting. This fix was attempted by adding a failsafe to the AudioManager sound queueing system.


Technical
  • The players height can no longer be changed by walking into a sloped collider or by any other means. This is a failsafe as sloped colliders should not be in the game but may occasionally slip in (As happened in version 0.4).
  • Some cells in levels can now be marked as secret and won't appear on the map, even if purchased from Johnny.


Known Issues

Note that many of the issues listed here have been reported by players, but I have yet to reproduce them myself, so the accuracy of them might vary.
  • 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.
  • NPCs will occasionally get stuck on the merry-go-round.
  • 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.
  • Whirlpools that spawn behind a closed elevator gate still pull on the player, and this can cause the player to get stuck if there are multiple whirlpools.
  • Dr. Reflex's sprite rarely getting tilted when pushed by multiple outside forces at once.
  • Holding the quick map open while opening the advanced map causes a small visual issue.
  • Arts and Crafters' echoes while attacking don't always match his orientation during the gravity event.
  • When spawning in a level, the inventory says "Nothing" even if an item is highlighted.
  • Chalkles' voice sometimes cuts out while laughing due to the audio being propagated and entering another room/going out of bounds.
  • Going on a field trip while the "all notebooks" notification sound is playing will cause it to play a second time after returning from the field trip.
  • 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.
  • Beans' gum will float if the surface it hit is moved away.
  • During the flood, hall swinging doors do not open, while swinging doors that lead into rooms do open.
  • The map in Johnny's store doesn't remain sold out after buying it when replaying the same level.
  • NPCs can rarely end up stuck in the ground after the flood event (If anyone can figure out how to reproduce this please let me know because I cannot).

Version 0.5 is now available! Featuring a new item, the 'Nana Peel!

Baldi's Basics Plus version 0.5 is now available!

This update features a brand new item, the 'Nana Peel! Toss it on the ground and anyone that steps on it will slip and slide and bounce around until they hit an obstacle dead-on. This includes you! You can use it in a variety of situations to maneuver around characters, trap them, send them away or to give yourself a small speed boost.

This update also adds You Thought Point pickups. These plus icons appear as items, but instead of going to your inventory, they add YTPs instantly! The more you explore, the more you'll be rewarded!

Speaking of YTPs, this update also includes the new Power Bonus! This multiplies the YTPs earned in a level (Excluding from field trips) by the number of lives you have when you finish. This not only rewards better play, but it fixes a design issue where dying and replaying levels three times each allowed players to grind YTPs, making it the optimal way to play despite being super grindy.

Alongside those big new features, this update also brings new room variants, posters and other small tweaks. The full changelog can be viewed below.

Additions
  • New item, the "'Nana Peel"
  • Dropped 'nana peels can spawn in cafeterias.
  • Banana Trees can rarely spawn in playgrounds. These are surrounded by dropped 'nana peels.
  • You Thought Point Pickups.
  • Several new posters were added.
  • A new type of poster, bulletin boards, was added. These only appear in faculty only rooms.
  • Added a few different variants for the cafeteria, playground and library.


Changes
  • Reworked the way items are distributed into levels by creating a loot table system.
    • Now, each level generates a list of items that should be found in it based on a set of parameters. These items are then placed throughout the level such that more valuable items favor harder to reach areas. Previously, items were generated by rooms individually, which meant it was almost impossible to control item balance per-level without changing the number of rooms that generated in a level.
  • Reworked the elevator results screen to show the power bonus and other values in a more sensical order.
    • The "Total YTPs" value on the screen now shows the YTPs earned in that level times the Power Bonus instead of the total YTPs the player has at the moment.
  • Many balance changes regarding items found in levels and YTP item prices in Johnny's Store.
  • Slightly reduced the volume of Beans' voicelines.
  • Big rooms in level 3 no longer have to be at the edge of the level.
  • Dr. Reflex is no longer guaranteed to appear in a run.
  • When telling a player to come to her class, Mrs. Pomp now favors class rooms that are farther away when choosing a room.
  • Getting sent to detention or teleported by Arts and Crafters now resets Baldi's sound queue. He will now always head directly to the alerted position unless distracted by another source after the player is teleported.


Bug Fixes
  • Fixed a bug that could cause some audio clips to be ignored when pausing/unpausing the game (E.g. pausing while Dr. Reflex was saying "try again!" would sometimes result in him ending the line early and starting another test).
  • Fixed a bug that allowed posters to generate behind the water fountain in the cafeteria.
  • Fixed some Beans' audio clips that were miscategorized and didn't properly reflect audio settings.
  • Fixed various unintentional typos.
  • Fixed the Math Machine rewarding double the intended amount of YTPs when correctly solving it.
  • Fixed the portal poster being usable on one-way walls and not doing anything.
  • Fixed a bug that would cause some positional audio captions to appear as non-positional captions (E.g. the conveyor belt caption in the endless medium map).
  • Fixed an oversight where Principal of the Thing would shut and lock all doors when entering/leaving detention. Now, all doors will be shut/locked only when first teleporting into detention. When Principal enters/leaves through a door, only that door will be affected.
  • Fixed an oversight that allowed Mrs. Pomp to have her class in a room she or the player is already in when first talking to the player.
  • Fixed the flood water object not being big enough to entirely cover large levels.
  • Fixed bus rendering issues.
  • Fixed being able to look backwards while in a locker.
  • Fixed doors staying open indefinitely when being forced shut during a flood.
  • Fixed a bug that caused some entity/NPC movement to be somewhat inconsistent with other game elements when pausing/unpausing. This allowed for exploits in certain situations, such as being able to pause the game while being pushed by First Prize to escape being pushed.
  • Fixed stamina dropping when run is held but the player is moving slower than their walking speed.


Pre-release Changelog
  • Fixed a level generator crash that would occur when there were not enough item spawn points in a level to place all the items in the loot table.
  • Fixed the endless random map always crashing.
  • Added 'Nana Peel to Johnny's store.


Known Issues

Note that many of the issues listed here have been reported by players, but I have yet to reproduce them myself, so the accuracy of them might vary.
  • 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 will not always be facing the entity he is hitting with his hammer.
  • 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.
  • NPCs will occasionally get stuck on the merry-go-round.
  • NPCs can collide with other entities through walls, triggering their effects.
  • Math Machine balloons can rarely get stuck behind the diagonal math machine.
  • One-way doors can generate directly next to lockdown doors.
  • One-way doors can generate on top of regular swinging doors.
  • Principal, under some circumstances, can maintain his fast speed after using the principal whistle.
  • Whirlpools that spawn behind a closed elevator gate still pull on the player, and this can cause the player to get stuck if there are multiple whirlpools.
  • The camera can rarely be rotated up/down when getting turned around by Dr. Reflex.
  • Dr. Reflex's sprite rarely getting tilted when pushed by multiple outside forces at once.
  • Holding the quick map open while opening the advanced map causes a small visual issue.
  • Arts and Crafters' echoes while attacking don't always match his orientation during the gravity event.
  • When spawning in a level, the inventory says "Nothing" even if an item is highlighted.
  • The wrong amount of power tubes is displayed when playing certain modes.
  • Mrs. Pomp's map icon is awkwardly placed in some rooms.
  • Chalkles' voice sometimes cuts out while laughing due to the audio being propagated and entering another room/going out of bounds.
  • Going on a field trip while the "all notebooks" notification sound is playing will cause it to play a second time after returning from the field trip.
  • 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.
  • Beans' gum will float if the surface it hit is moved away.
  • During the flood, hall swinging doors do not open, while swinging doors that lead into rooms do open.
  • The map in Johnny's store doesn't remain sold out after buying it when replaying the same level.


That's all for this update. This next week I'll be almost exclusively focused on fixing bugs for version 0.5.1! Of course, please be sure to report any bugs you find in this update that are not already listed as a known issue. Thanks, and enjoy the update!

Baldi's Basics Plus version 0.5 is on its way! + New ANGRY Baldi Plushie!

Hey everyone! I'm posting a quick status update to let you all know what's up with version 0.5 of Baldi's Basics Plus! First though, I'd like to say thanks to all the support and feedback I've gotten since the release of version 0.4. I'm so glad so many people are enjoying the new update and loving the new character, Dr. Reflex!

Now regarding 0.5, I want to keep expectations in check so I'll say now that this update will be on the smaller side. With how long and how intensely I was working on 0.4, I was putting off a bit of personal business for a while that all added up over time. So, since releasing 0.4 and a few patches, I've taken off more time than usual to take care of things. Taxes, property maintenance, Basically Games business/legal stuff, etc. Add to that a few days of time off to spend with friends and family and I haven't gotten as much Baldi's Basics dev work done as I normally would, but don't worry! My work life imbalance will correct itself with all this stuff done and future updates should be a little bit more substantial in terms of content.

0.5 Info


There are two main things you can expect in 0.5: A new item and big changes to item and You Thought Points balance.

[h2]New item[/h2]

I'm not going to reveal what the new item is just yet, but as I mentioned on my Twitter a few weeks ago, I think it will be the most versatile item to be added to the game so far! It has one simple mechanic, but can be used to great effect in a variety of different situations. It's also pretty funny! I'm looking forward to seeing how you all slip it into your strategies once 0.5 releases!

[h2]Item balance[/h2]

The other big new change is to item and You Thought Point distribution and balance. First, the way items are placed into randomly generated levels is getting overhauled. Currently, each room has items spawned inside separately from other rooms. This makes it very hard to control item balance as more rooms always means more items. In 0.5, each level will instead generate its own loot table, a selection of items that are then to be distributed into the level. This means I can more easily control how many items and what kinds of items will be found in a level, regardless of the level's size. Expect the game to get a little harder in 0.5 as I reduce the number of items in each level a bit. Hopefully this will make the game a bit more interesting to play as really powerful items won't be quite as prevalent, meaning you'll have to get more creative with other items! Of course, I'll be monitoring player feedback to continue tweaking the game balance.

[h2]New way to collect You Thought Points[/h2]

You Thought Points are also getting some big balance changes. First off, YTPs will be able to be earned by collecting plus icons!



These plus icons are unique items that immediately reward you some YTPs instead of going into your inventory. They can be found in green, silver, and gold variants that add 25, 50 and 100 YTPs respectively. If you want to get as many YTPs as possible, you'll want to make sure you fully explore each level to find as many of these as you can!

[h2]Power Bonus[/h2]

There's one more big change coming to the YTP system though, and that's the Power Bonus! Now when you finish a level, all the YTPs you earned in that level will be multiplied by the number of power tubes you have. So 3X if you beat the level on the first try and 2X if you finish on the second. If it takes you three tries, you get no bonus. I added this multiplier to tackle a game design issue where it was technically advantageous to intentionally lose and replay levels after nearly finishing them to grind YTPs. This isn't something I've noticed players doing, but I still want to make sure the optimal way to play is fun! The Power Bonus eliminates this issue entirely and rewards better play.

With this change comes increased prices in Johnny's store of course, as the average number of YTPs earned per-level is much higher now. My goal will be to balance prices in the shop so that it's a bit harder than it currently is to afford items, which will make it more important for players to try and get as many YTPs as possible. Again though, I will be monitoring feedback and adjusting accordingly!

In the future, there will be more things to spend YTPs on, but I'm not ready to talk about any of that yet. Stay tuned!

[h2]And a little more![/h2]

So far, those are the two most notable things I'm certain will be coming in version 0.5, but I'm still working on the update! There will be other small changes and additions as well. I've been thinking about adding more posters lately, and I will probably throw a few new room variants into the update as well. I'll have all the final details when 0.5 releases! When does 0.5 release, you ask?

[h2]Release date[/h2]

I plan on releasing the 0.5 Pre-release to Kickstarter Demo backers on April 29, followed by the public release on May 6. Mark your calendars!

New ANGRY Baldi Plushie!


Last year I teamed up with Makeship to release a Happy Baldi plushie. This year, we've created an ANGRY Baldi plushie with a detachable ruler!



The campaign is almost over. It ends this weekend! So don't wait too long if you'd like to grab one. There's no guarantee that this plushie will ever be made again after this!

Each purchase will also include a Steam code for Baldi's Basics Plus. I'm sure many of you already have the game, so you can share the code with a friend! The codes will all be sent out some time after the campaign is finished.

That's it!


That's all I've got to share right now. Thank you all for the support and see you when 0.5 is ready to release!

New ANGRY Baldi plushie campaign from Makeship is live now!

The new ANGRY Baldi plushie campaign from Makeship is LIVE NOW! It will only be available to purchase until April 12, so don't wait too long! Every purchase will also include a Steam code for Baldi's Basics Plus! This is a great way to get the game if you haven't yet. If you do already have the game, you can share the code with a friend!

I'm super happy with how this new plushie turned out. It even includes a detachable ruler accessory Baldi can hold!

You can check it out here.



If at least 200 units are sold, the campaign will be successful and the plushie will be produced shortly after! If not, all orders will be refunded, so there's no risk in placing an order early. Steam codes will be sent out once the campaign ends.