NNF v1.4.2 Patch Notes (11/23/25)
Helllllo,
Nubby's v1.4.2 patch is now live! This is a proper big boy patch and it fixes a ton of bugs - old and new. There's a handful of minor balance changes to supervisors and items in this patch as well. As always, you can read the patch notes below.
But first, I need to give a quick shoutout to an awesome nubby community member by the name of Seymour for helping me stay organized with bug reports and providing MANY fixes to some really stubborn bugs. With the help of our Seymour, this patch became the most comprehensive patch to ever hit the game. What an absolute mad lad.
NNF v1.4.2 Patch Notes: ===========================
Major Bug Fixes:
==========
-Fixed the infamous divide by 0 crash that sometimes occurs near rounds 200-250 in endless mode.
-Fixed the absolutely ancient bug where single low value pegs stick around into late game and never end up merging with anything.
-Fixed issue where if the current round goal is set to 0 due to reloading an autosave that crashed due to the div by 0 crash, your autosave will no longer be unplayable. (Though, this hopefully wouldn't ever happen anyways because the divide by 0 crash was fixed. This is a failsafe, just in case.)
-Fixed the bug where if you paused the game mid round, all timer-based items would break and become useless for the remainder of the round upon unpausing the game.
Small Bug Fixes:
==========
-Fixed bug where dwarf tony's supervisor voicelines were not affected by the sound effects volume setting.
-Fixed a crash that was caused by picking up an item in your inventory while the cafe nubby mouth was eating the soup crackers food item or the tartlard food item.
-Fixed bug where lobster and evil goose sometimes take away points when their respective item effects target #8-Quintillion-Pegs
-Fixed bug on nubby trials where if there is an evil item in slot #4 and you haven't unlocked slot #5, you could drag and drop a non-evil item from within your inventory to the right side of the slot 4 evil item, and the non-evil item you were rearranging could be placed in the locked slot #5. That was a mouth full and I hope that makes sense.
-Removed Asbestos item from "Pheebie Mode" challenge due to item effect conflict.
-Removed King Baby item from "Times Up!" challenge due to item effect conflict.
-Removed Penny Perk from "Short on Change" challenge due to perk effect conflict.
-Removed Mystery Box Perk from nubby trials levels 2,3,4, and 5 due to evil item spawns. This perk is still obtainable in nubby trials level 1.
-Removed Ouroboros item from "Balogna Tony" supervisor because no items can randomly have their trigger set to "pass goal ->" on balogna tony, which makes ouroboros useless.
-Removed Soup Crackers food item from "Plain Jane" challenge due to item effect conflict.
-Fixed issue where there was no cap to how many nuclear/unstable waste emissions - created by the "Uranium Rod" item - could exist at a time. This caused lag after a while. So, in an attempt to improve performance for uranium rod builds while maintaining their break-the-game fun, nuclear/unstable waste emissions will be instantly deleted when they're spawned if there's more than 256 nuclear/unstable waste emissions existing at a time. Similar idea to how there is a 256 count limit to how many nubby duplicates (spawned by the pregnancy test item) can exist at any given moment.
-Fixed minor visual bug where selling an item in your inventory when the "Holiday Cheer!" and "I've Been Robbed!" boss event title / description prompt is on screen will cause the half-transparent pegboard overlay to change color.
-Fixed a bug with the mollusk item (and mollusk+ item) where it could transform into an item that currently exists in your inventory (which it is not supposed to do), if the item is upgraded.
-Fixed a bug where if you eat the moldy sandwich food item (bologna tony supervisor exclusive item) and then eat a noodle, the noodle won't mimic the moldy sandwiches food effect like it's supposed to. This bug was fixed for both the non-upgraded version of moldy sandwich and the upgraded version as well. Now you can noodle your moldy sandwiches!
-Fixed bug where the squid item wouldn't transform into the item spawned by the mystery box perk if you had more than 1 copy of the mystery box perk.
-Fixed a visual bug with squid, squid+, mollusk, and mollusk+ where if you paused the game mid-round while these items had temporarily transformed and then unpaused the game, the squid/mollusk would reappear on top of the item it transformed into. If I had a nickel for every time I had to fix a bug caused by the squid's mischievous behavior...
Balance Changes:
=========
-For the Dwarf Tony supervisor, the infamous coal pegs appear in rounds about 50% less often.
-Buffed inflatable dolphin item and its upgrade: The confetti emitted by the beach ball / mega beach ball summons from the inflatable dolphin and upgraded inflatable dolphin items will now bounce off of the walls of the pegboard.
-Minor buff to broken socket item and its upgrade [TL;DR - Fixed a really old bug where broken socket chain bolts were misfiring. Fixing this bug gave a minor buff to broken socket and its upgrade because they are no longer misfiring.].
***In depth explanation of the note above: The issue was that the code for deciding where to create the first part of a chain bolt was always targeting the first peg popped (this was unintended remnant code from the old broken socket item effect). This was problematic for several reasons, but mostly caused when the first peg was fully popped before a chain bolt is created OR if the chain bolt is created before the first peg was popped via the mystery box perk. Both cases caused the brocket socket to get confused on where to create the first part of the chain bolt, resulting in the chain bolt never being created. The fix was removing the remnant code from the old broken socket item effect and changing it so that it targets a random non-fully-popped peg. I'm labeling this as a buff because now the broken socket item effect doesn't misfire and is fully functional. So in conclusion, if you ever thought to yourself, "Really? 25% chance to trigger? It feels a lot lower than that" - you weren't going crazy, it was in fact happening less than 25% of the time.
-For the CEO Tony supervisor only, removed early/mid/late game item odds distribution values for every item that can be obtained in nubby mart, black market, or cafe nubby. In other terms, when playing as CEO Tony you will have the same odds throughout the whole game to be able to find specific items in nubbymart, black market, cafe nubby. I made this change because his gimmick is that he starts out with 200 gold, which defeats the purpose of including this hidden shop item odds distribution system at all.
***For the note above, I should clarify that only a few items in the game are really affected by this. The most significant ones are E-Block, T-Block, All-Seeing Pyramid. All of these are dependent on you having other items to work and would normally be impossible to find in the first couple nubbymarts due to their item weight distribution. Except now if you're playing on CEO Tony, you'd be able to find those items in the early game nubby marts. The items I mentioned are just examples I made to demonstrate how this change affects the balance of the game. There are like 6-7 other items that are affected in a similar way.
-Very small nerf to the non-upgraded flaming skull item. Fixed a minor oversight where if you're on your last life, this item had a 50% chance to pop all pegs instead of the intended 40% chance. It now has a 40% chance to trigger, making it slightly less likely to trigger when you're on your last shot. Today is a sad day for non-upgraded flaming skull enjoyers...
Misc. Changes:
=========
-Renamed "Jelly" food item to "Jolly Jelly" because it was missed opportunity.
-Renamed "Hairy Fingore" to "Scary Fingore". Don't question it...
-While playing on the "Goblony" supervisor, the "Last Shot!" popup will now appear when you have 2 lives remaining, as well as 1 life remaining. This change was made because of this supervisor's -2 lives per shot rule.
-The "Holiday Cheer!" boss event title / description prompt now has a light blue colored pegboard overlay when it's on screen (as opposed to white colored)
-The "I've Been Robbed!" boss event title / description prompt now has an orange colored pegboard overlay when it's on screen (as opposed to white colored)
================
That was a lot of bug fixes! If you happen to find any bugs, help me out and report them by contacting me via email ([email protected]) or on discord (@mogdogblog). I also really appreciate bug reports posted in the nubby community discord server in the #crashes-bug-reports channel. To join the server, click the discord button in the corner of the title menu in game.
Thanks for reading and thanks for playing :]
~Mog
Nubby's v1.4.2 patch is now live! This is a proper big boy patch and it fixes a ton of bugs - old and new. There's a handful of minor balance changes to supervisors and items in this patch as well. As always, you can read the patch notes below.
But first, I need to give a quick shoutout to an awesome nubby community member by the name of Seymour for helping me stay organized with bug reports and providing MANY fixes to some really stubborn bugs. With the help of our Seymour, this patch became the most comprehensive patch to ever hit the game. What an absolute mad lad.
NNF v1.4.2 Patch Notes: ===========================
Major Bug Fixes:
==========
-Fixed the infamous divide by 0 crash that sometimes occurs near rounds 200-250 in endless mode.
-Fixed the absolutely ancient bug where single low value pegs stick around into late game and never end up merging with anything.
-Fixed issue where if the current round goal is set to 0 due to reloading an autosave that crashed due to the div by 0 crash, your autosave will no longer be unplayable. (Though, this hopefully wouldn't ever happen anyways because the divide by 0 crash was fixed. This is a failsafe, just in case.)
-Fixed the bug where if you paused the game mid round, all timer-based items would break and become useless for the remainder of the round upon unpausing the game.
Small Bug Fixes:
==========
-Fixed bug where dwarf tony's supervisor voicelines were not affected by the sound effects volume setting.
-Fixed a crash that was caused by picking up an item in your inventory while the cafe nubby mouth was eating the soup crackers food item or the tartlard food item.
-Fixed bug where lobster and evil goose sometimes take away points when their respective item effects target #8-Quintillion-Pegs
-Fixed bug on nubby trials where if there is an evil item in slot #4 and you haven't unlocked slot #5, you could drag and drop a non-evil item from within your inventory to the right side of the slot 4 evil item, and the non-evil item you were rearranging could be placed in the locked slot #5. That was a mouth full and I hope that makes sense.
-Removed Asbestos item from "Pheebie Mode" challenge due to item effect conflict.
-Removed King Baby item from "Times Up!" challenge due to item effect conflict.
-Removed Penny Perk from "Short on Change" challenge due to perk effect conflict.
-Removed Mystery Box Perk from nubby trials levels 2,3,4, and 5 due to evil item spawns. This perk is still obtainable in nubby trials level 1.
-Removed Ouroboros item from "Balogna Tony" supervisor because no items can randomly have their trigger set to "pass goal ->" on balogna tony, which makes ouroboros useless.
-Removed Soup Crackers food item from "Plain Jane" challenge due to item effect conflict.
-Fixed issue where there was no cap to how many nuclear/unstable waste emissions - created by the "Uranium Rod" item - could exist at a time. This caused lag after a while. So, in an attempt to improve performance for uranium rod builds while maintaining their break-the-game fun, nuclear/unstable waste emissions will be instantly deleted when they're spawned if there's more than 256 nuclear/unstable waste emissions existing at a time. Similar idea to how there is a 256 count limit to how many nubby duplicates (spawned by the pregnancy test item) can exist at any given moment.
-Fixed minor visual bug where selling an item in your inventory when the "Holiday Cheer!" and "I've Been Robbed!" boss event title / description prompt is on screen will cause the half-transparent pegboard overlay to change color.
-Fixed a bug with the mollusk item (and mollusk+ item) where it could transform into an item that currently exists in your inventory (which it is not supposed to do), if the item is upgraded.
-Fixed a bug where if you eat the moldy sandwich food item (bologna tony supervisor exclusive item) and then eat a noodle, the noodle won't mimic the moldy sandwiches food effect like it's supposed to. This bug was fixed for both the non-upgraded version of moldy sandwich and the upgraded version as well. Now you can noodle your moldy sandwiches!
-Fixed bug where the squid item wouldn't transform into the item spawned by the mystery box perk if you had more than 1 copy of the mystery box perk.
-Fixed a visual bug with squid, squid+, mollusk, and mollusk+ where if you paused the game mid-round while these items had temporarily transformed and then unpaused the game, the squid/mollusk would reappear on top of the item it transformed into. If I had a nickel for every time I had to fix a bug caused by the squid's mischievous behavior...
Balance Changes:
=========
-For the Dwarf Tony supervisor, the infamous coal pegs appear in rounds about 50% less often.
-Buffed inflatable dolphin item and its upgrade: The confetti emitted by the beach ball / mega beach ball summons from the inflatable dolphin and upgraded inflatable dolphin items will now bounce off of the walls of the pegboard.
-Minor buff to broken socket item and its upgrade [TL;DR - Fixed a really old bug where broken socket chain bolts were misfiring. Fixing this bug gave a minor buff to broken socket and its upgrade because they are no longer misfiring.].
***In depth explanation of the note above: The issue was that the code for deciding where to create the first part of a chain bolt was always targeting the first peg popped (this was unintended remnant code from the old broken socket item effect). This was problematic for several reasons, but mostly caused when the first peg was fully popped before a chain bolt is created OR if the chain bolt is created before the first peg was popped via the mystery box perk. Both cases caused the brocket socket to get confused on where to create the first part of the chain bolt, resulting in the chain bolt never being created. The fix was removing the remnant code from the old broken socket item effect and changing it so that it targets a random non-fully-popped peg. I'm labeling this as a buff because now the broken socket item effect doesn't misfire and is fully functional. So in conclusion, if you ever thought to yourself, "Really? 25% chance to trigger? It feels a lot lower than that" - you weren't going crazy, it was in fact happening less than 25% of the time.
-For the CEO Tony supervisor only, removed early/mid/late game item odds distribution values for every item that can be obtained in nubby mart, black market, or cafe nubby. In other terms, when playing as CEO Tony you will have the same odds throughout the whole game to be able to find specific items in nubbymart, black market, cafe nubby. I made this change because his gimmick is that he starts out with 200 gold, which defeats the purpose of including this hidden shop item odds distribution system at all.
***For the note above, I should clarify that only a few items in the game are really affected by this. The most significant ones are E-Block, T-Block, All-Seeing Pyramid. All of these are dependent on you having other items to work and would normally be impossible to find in the first couple nubbymarts due to their item weight distribution. Except now if you're playing on CEO Tony, you'd be able to find those items in the early game nubby marts. The items I mentioned are just examples I made to demonstrate how this change affects the balance of the game. There are like 6-7 other items that are affected in a similar way.
-Very small nerf to the non-upgraded flaming skull item. Fixed a minor oversight where if you're on your last life, this item had a 50% chance to pop all pegs instead of the intended 40% chance. It now has a 40% chance to trigger, making it slightly less likely to trigger when you're on your last shot. Today is a sad day for non-upgraded flaming skull enjoyers...
Misc. Changes:
=========
-Renamed "Jelly" food item to "Jolly Jelly" because it was missed opportunity.
-Renamed "Hairy Fingore" to "Scary Fingore". Don't question it...
-While playing on the "Goblony" supervisor, the "Last Shot!" popup will now appear when you have 2 lives remaining, as well as 1 life remaining. This change was made because of this supervisor's -2 lives per shot rule.
-The "Holiday Cheer!" boss event title / description prompt now has a light blue colored pegboard overlay when it's on screen (as opposed to white colored)
-The "I've Been Robbed!" boss event title / description prompt now has an orange colored pegboard overlay when it's on screen (as opposed to white colored)
================
That was a lot of bug fixes! If you happen to find any bugs, help me out and report them by contacting me via email ([email protected]) or on discord (@mogdogblog). I also really appreciate bug reports posted in the nubby community discord server in the #crashes-bug-reports channel. To join the server, click the discord button in the corner of the title menu in game.
Thanks for reading and thanks for playing :]
~Mog