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.
New item
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!
Item balance
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.
New way to collect You Thought Points
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!
Power Bonus
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!
And a little more!
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?
Release date
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!
If you experience crashes or bugs in this new version, please report them here, in the bug reporting thread or on Discord, then you can switch to the "backup" Steam beta version to revert to the previous version.
Features:
New optional house rule: Allies don't provide soft cover to enemies
Rules: You can now use metamagic also with spells with a variable action cost.
User interface: While holding Tab, the interface now displays the cover kind of enemies and distance to each other creature in text.
User interface: You can now confirm dialog boxes in menus with Space or Enter.
Character content:
Feats: Battle Medicine, Trick Magic Item
System improvements:
System: Added automated tests for some rules logic.
System: Added automated tests to the deployment pipeline so that a release can't be deployed without tests passing.
System: Debug files are now distributed with the game so that error messages contain exact line numbers of where exceptions happened, which will help with debugging crashes.
System: Improved the deployment pipeline so that deployment of a new version is now faster, more automated and less prone to error.
Modding:
Modding: Added DamageKind.Mental - Trait.Mental equivalency to the list of energy damage traits.
Modding: Added the <rename> command to XML encounter files to allow you to set a creature's name, portrait and subtitle in a cutscene
Modding: Dawnsbury Days now automatically adds the trait Mod also to spells and impulses, not just feats.
Modding: Removed all obsolete members.
Modding: You can now use ModManager.RegisterFeatName instead of CustomFeat.
Modding: You can now use images files distributed with the game as cutscene portrait overrides for your cutscenes.
Bugfixes:
Ancestries (Dwarf): Avenge in Glory didn't work in "Ask to use reactions" mode.
Character builder: Skill selection and skill increases for many skills didn't make you trained or expert in that skill for the purposes of prerequisites, and instead made you trained or expert in Intimidation.
Classes (Barbarian): If you use animal instinct (wolf), you should be able to trip enemies even if you don't have a free hand (with your jaws trip attack).
Classes (Druid): A Druid with an incomplete list of prepared spells was not considered an incomplete character sheet.
Classes (Druid): Druid could not make daily preparations in story mode.
Classes (Druid): Storm order should have 2 focus points; and wild order should have only 1 focus point.
Classes (Druid): Striking handwraps of mighty blows incorrectly applied also to damage done in a battleform.
Classes (Fighter): Exacting Strike sohuld make it more obvious it does nothing on a critical failure.
Classes (Monk), spells (Haste): Attack maneuvers gave a -15 multiple attack penalty on the fourth attack of the turn rather than -10.
Classes (Ranger): Disrupt Prey did nothing.
Classes (Rogue): Rules engine crashed when you become dying in the middle of a Twin Feint and drop your second weapon before you can make your second Strike
Classes (Wizard): If you use Reach Spell to extend a Fear spell's reach, Drain Bonded Item listed "Reach Fear" as an option rather than just "Fear".
Encounters (S2E4): Taking the skill check counted as a hostile action.
Encounters (S3E3): In the closing cutscene, Civilian spoke instead of Roderick.
Feats (Feather Step): Feather Step did nothing.
Pathfinding: Creatures sometimes moved on a different path than indicating when selecting the target tile.
Rules: Objects should not be able to drink.
Rules: Stupefied didn't apply to Perception checks and Perception DCs
Tactics (S3E1,S3E5): Enemy spellcasters will prefer to summon wolves over rats or snakes with Summon Animal.
Tactics (S4E2-S4E3): The monsters should not attempt to sustain their spells if they are slowed, and instead should attack.
Tactics: Enemies didn't attempt to escape from Grabbed or Restrained, even if they have no better options
Text: Updated the text of many spells to unify the style of writing.
User interface: Color blink effects, such as teleports or damage from the environment, displayed in the wrong place on resolutions other than 2560x1440.
User interface: Spell icon particles and context menu didn't scale based on screen size
User interface: The "You have no more actions." notice should better be placed under the bottom bar options in z-index.
User interface: The character portraits box could overflow if you added in too many custom character portraits.
User interface: The dimensions of context menu, particles and tooltips were wrong on resolutions other than 2560x1440.
User interface: You could attempt to delete the "Create new savefile" option which would crash the game
As I’ve been extensively testing the current version of the game, I decided to introduce a QoL feature I have been planning on bringing in for a little while now: Fast travel.
Fast travel has been on my radar to add to the game for a few months. Ever since the long and narrow layout of Pirate’s Peak meant that the distance between the port and further outposts could be almost 3 kilometres, I thought that it would eventually be necessary to introduce “faster” travel. There were a few ideas in the mix, including a horse, cart, and teleportation - all of which had pros and cons, and would take a while to implement.
I am still toying with the ideas of the horse and the cart, but had settled on introducing an implementation of “teleportation” first. The “teleportation” was meant to be locked behind some research, as well as potentially a dedicated building (and certainly would not have been called teleportation), and as such, I was intending on incorporating it into 0.9. However, the long slog back and forth between my outposts and the port in my current test game got in the way. When I finally reached an outpost after 5 minutes of walking and realised that I had forgotten one of the materials I had gone to the port for - I knew it was time to at least implement a rudimentary version of fast travel.
And so, let me introduce to you: The village to village fast travel. Once you have at least one outpost, you can select any warehouse, and will find a dropdown for your fast travel destination at the bottom of the right page (see today's image). You can select either the original village (port), or one of your outposts, and will then be transported to the main (first) warehouse of the selected outpost. For now, fast travelling costs a quarter of the distance in coins (so travelling to a village 1000 metres away will cost you 250 coins). I will play around with the balance for this and will update it to adjust how it works out.
Locking the fast travel behind research and a dedicated building in 0.9, as well as UI updates on how to select the destination will probably happen eventually - but as usual, I will keep you updated. Fast travel is on the experimental branch as of last Saturday.
2024/4/9 Update 【ver_1.1.5】 *Tried to fix the problem that "the tip ui of the interaction key E could not be displayed in uncertain situations". *Fixed the issue of "Landline phone can not be interacted in the late flow".
We've been sharing pictures on our Discord and Twitter, and wanted to make sure our Steam community could get in on the action. Enjoy these sneeks from the last week:
We have some exciting news coming your way on April 11!
Keep an eye on our steam updates and join our Discord Community if you don't want to miss out on our latest news this week.
LAST WEEK FOR OUTLAWS OF THUNDER JUNCTION PREORDERS!
Outlaws of Thunder Junction arrives next Tuesday, April 16, and that means you have just one week left to get in your preorders for the new set. We have three bundles that'll get you off to a good start with the new set's release:
Don't miss your first opportunity to see the new set in action during the Outlaws of Thunder Junction Streamer Event, happening this Wednesday, April 10, kicking off at 8 a.m. PT
Join popular Magic streamers on YouTube and Twitch as they open packs, talk about the new cards and strategies, and do some live drafting and playing to take the new set through its paces!
HISTORIC BANNED LIST UPDATE
Cards banned in Historic
Force of Vigor
Commandeer
Reanimate
Mana Drain
In our last update, we rebalanced Fragment Reality and Geological Appraiser, which were outliers in our otherwise diverse Historic metagame. Those changes have proven positive, and we are happy with the current state of the format. We believe now is a great time for classic cards like Stoneforge Mystic, Path to Exile, and Surgical Extraction to be added with Outlaws of Thunder Junction. We hope that these powerful new additions will create new competitive archetypes and unique play patterns.
One of the things that defines Historic's power level is game speed. We have been cautious of free spells in the format that allow for a rapid change in tempo. To maintain the current game pace, Commandeer and Force of Vigor are banned in Historic.
Another defining characteristic of Historic is its overall card power level, particularly now that Timeless exists as the highest-powered format on Arena. The Breaking News Bonus sheet brings some clear power outliers, so Mana Drain and Reanimate are banned in Historic.
TIMELESS
As MTG Arena's newest and most powerful format, players have been rapidly experimenting and exploring. Timeless continues to evolve as new cards get added to the game and decks adapt to keep dominant cards in check. While Timeless is still new and developing, we want to let players play with cards before we apply any restrictions or bans to them. Mana Drain is certain to be an impactful addition, so we will be monitoring how it changes the metagame and will take action if it proves to be too much.
Finally, we need to talk a bit about the card discussed the most since its release with Murders at Karlov Manor, Show and Tell. While its play rate has been higher than we would like to see, decks using the card currently have a consistent win rate when compared with other high-performing archetypes. If Timeless were static, we would strongly consider restricting Show and Tell due to its play rate. However, we expect Timeless to change a lot this year with new format-defining cards from Outlaws of Thunder Junction and Modern Horizons 3. We will see how Timeless evolves before making a decision on Show and Tell.
REMIX DRAFT: ARTIFACTS CONTINUES THIS WEEK
The latest Draft format event in MTG Arena, Remix Draft: Artifacts, continues for one more week. Play in Best-of-One and Best-of-Three matches with rewards of gems, Historic-legal packs, and Play-In points.
Try out this new format before it ends at 8 a.m. PT on April 16!
The monthly doubleheader weekend features Standard events and begins this Friday, April 12, with the Qualifier Play-In Best-of-Three event. Perform well in this one, and you'll be invited to play in the weekend's main event: the April Qualifier Weekend.
Kicking off Saturday, April 13, at 6 a.m. PT, the two-day April Qualifier Weekend is where the top players challenge one another for a coveted invite to the Arena Championship. This also happens to be the last time you can earn an invite to the Pro Tour from a Qualifier Weekend before this prize becomes part of the Arena Championship prizes under the new Premier Play structure.
So, tune up your Standard decks—this weekend may be the start of your path to the Magic big time!
MIDWEEK MAGIC GLADIATOR SPOTLIGHT THIS WEEK
This Tuesday through Thursday, April 9–11, check out Midweek Magic's Gladiator Community Spotlight event! Gladiator is a fun, fan-created format that continues to grow in popularity, and through Midweek Magic you can try out ten preconstructed 100-card singleton decks shared by the Gladiator Council.
We've also updated the Gladiator banned list to match the most recent banned list, so you won't see these cards in the preconstructed decks:
Demonic Tutor
Field of the Dead
Natural Order
Minsc & Boo, Timeless Heroes
Oko, Thief of Crowns
Because this is Midweek Magic, this event is Best-of-One (traditionally games of Gladiator are Best-of-Three). There's no entry cost to play in Midweek Magic, and you can earn prizes like individual card rewards (ICRs) and cosmetics!
EVENT SCHEDULE
Events open at 8 a.m. PT on their starting dates (excluding Midweek Magic) and close to entries at 8 a.m. PT (UTC-08:00); after March 10 UTC-07:00) on the ending date shown unless otherwise noted.
MIDWEEK MAGIC
Midweek Magic events open on Tuesdays at 2 p.m. PT and close to new entries on Thursdays at 2 p.m. PT (UTC-08:00).
April 9-12 Gladiator Community Spotlight (Best-of-One)
April 16-19: Jump Into Outlaws of Thunder Junction
April 23-25: Outlaws of Thunder Junction Constructed
April 30-May 2: On the Edge
QUICK DRAFT
April 9–26: The Lost Caverns of Ixalan
April 26-May 7: Outlaws of Thunder Junction
OTHER EVENTS
April 2–16: Remix Draft: Artifacts
APRIL QUALIFIER EVENTS – STANDARD
April 12: Best-of-Three Qualifier Play-In
April 13-14: Qualifier Play-In
COMPETITIVE PLAY SCHEDULE
All times listed are Pacific time (UTC-08:00). Note that daylight saving time in the US begins March 10 and UTC shift changes to -07:00.
QUALIFIER EVENTS
Qualifier Play-In events are single-day tournaments in which players compete to earn invitations to that month's Qualifier Weekend events.
Qualifier Weekend events are two-day events in which eligible players compete for invitations to upcoming Arena Championship events.
Qualifier tokens are delivered to your MTG Arena inbox. Remember to claim them before the event starts!
APRIL
Qualifier Play-In (Best-of-Three) April 12, 6 a.m. PT–April 13, 3 a.m. PT Format: Standard
Qualifier Weekend April 13, 6 a.m. PT–April 14, 4 p.m. PT Format: Standard
ARENA OPEN
The Arena Open Day One entry window begins at 6 a.m. PT and closes to new entries the following day at 3 a.m. PT (UTC-08:00). The Day Two entry window is 2 hours only, from 6 a.m. PT until 8 a.m. PT (UTC-08:00).
Arena Open: Outlaws of Thunder Junction - May 4: Day One, Outlaws of Thunder Junction Sealed (Best-of-One and Best-of-Three) - May 5: Day Two, Outlaws of Thunder Junction Draft (Best-of-Three)
APRIL 2024 RANKED SEASON
The April 2024 Ranked Season begins March 31 at 12:05 p.m. PT (UTC-08:00) and ends April 30 at 12 p.m. PT (UTC-07:00).