Game version 1.14 is now in the beta branch! The sole focus of this version is a redesign of the train scheduling system, to make it more powerful and promote it as an standout feature.
A new design for train schedules
Schedules are a very unique feature of NIMBY Rails. A well designed schedule is also something to be proud of as a player, so they deserve a highlighted and central spot in the game design. In 1.13 train schedules were a detail of the configuration of a train, half hidden in a tab in the train editor. In 1.14 schedules have been promoted to a top level editor, and redesigned to be their own object, independent of both trains an lines. Trains do not "own" schedules anymore.
A 1.14 schedule is a container for two new kinds of objects:
- Order lists: this is just a list of orders over a 7 day week, identical to the 1.13 train order list. Order lists are edited like the 1.13 train order lists too. A schedule can contain one or more order lists. Order lists are independent of any train, and are also independent of each other. They do not need to share any lines or orders.
- Shifts: a shift represents an instance of one (or more) order list paired with one train. Shifts can reference one or more order lists, modifying their time offset if desired. This introduces many possibilities, for example if you need 3 different versions of Friday orders, you can create a base week list without orders on Friday, 3 lists with Friday orders, and then different shifts can reference both the base weekly order list and one of the 3 Friday lists, all with specific per-shift time shifting if desired.
The order list - shift relationship allows for manual time shifting. For more automation it is possible to use the new offset group system. In 1.14 orders belong to one offset group. Then, in the shift editor, it is possible to give all orders of a certain group a time shift, without having to edit them one by one. And to make this automatic it is also possible to make the top level schedule automatically shift these groups based on durations or fixed intervals. This system replaces the old copier group settings system, while also making it much more powerful.
Auto run line trains
If you are not interested in train scheduling and prefer to run your trains in auto run line mode, 1.14 will be virtually the same as 1.13. A few options have been changed their wording or location in the UI, but the most important ones (auto run line options and train line setting) are in the same spot with the same names. Your user experience should be identical and you can ignore the new scheduling system if you prefer to do so.
Imported 1.13 saves
The new scheduling system in 1.14 has been designed (and, in some ways, handicapped) to ensure as much compatibility with existing saves as possible. The results of the import process depend on how the trains were configured in the 1.13 save, with these major cases:
- Auto run line trains: identical to 1.13
- Manual trains: a new schedule is created with a single order listing for their orders, then a single shift is created, which inserts the single order listing with zero offset. No offset group changes are set up. Timing will be identical except for the glue paths inserted between runs, which are now based on the line reference train.
- Auto copy trains: a new shift is created in the schedule of their parent manual train, with the single order listing inserted with zero offset. An offset group is set up reproducing the interval settings of the 1.13 copier group. Timing will be identical except for the glue paths inserted between runs, which are now based on the line reference train.
As with every beta, it is recommended you make backup copies of any saved games you plan to test, and also to save them under a different name. The first versions of a beta might be quite unstable and/or produce saved games with errors.
Dear "The Lost Village" players, long time no see~ We haven't updated in a while, but we've been working on it. Quick spoiler: in October, we're introducing the "Demon Race Invasion" update. You've been looking forward to the "Demon Cultivators" joining the sect, featuring their unique skills and looks. Stay tuned.
I. New Version "Three Realms' Lost Sects" August Sneak Peek
Legend says Pangu separated the three realms when he created the heaven and earth: one for heaven, one for humans, and one for earth. Heaven is noble, earth is humble, and humans live in between.
At that time, the three realms were not distinct, and the Fuso Tree connected heaven and earth, leading to frequent conflicts and even wars among the three realms.
One day, the Fusang Tree broke, dropping countless demons and gods into the mountains and seas, making it difficult for the three realms to communicate since then...
After a thousand years, humans sought to ascend to heaven, thus the methods of cultivation and alchemy were discovered.
People thought this was the only way, but in the vast mountains and seas, there is a wonder "Lingxiao Hall" that leads directly to heaven.
II. Unlock Method
Unlock the world mission "Three Realms' Lost Sects": Triggered after occupying 70% of the cities in the Outer world.
After unlocking, three hidden forces will appear in the Mountains and Seas world: Fuso Immortal Sect, Demon Crow Sect, and Blizzard Sect.
These three hidden forces have powerful realms and their unique techniques, challenging them is not an easy task.
After obtaining their treasures (Fuso Tree, Golden Crow, Snow Essence), you can go to unlock the wonder: Sky Palace.
Sky Palace is unlike ordinary buildings; it floats above the sect and brings new miracles to the sect with each upgrade, such as all disciples obtaining the skill "Celestial Shield," or a 15% chance each year to automatically receive 2 orange techniques, and so on.
Thank you all again for your support of "The Lost Village". Our team will not stop, and will continue to strive for updates!
Firstly I would like to say that there is an new DLC that not only allows you to support the artist of kitties, but also to get special unique rewards, such as: 💎unique badge, ✨unique effect for the nickname and the whole 🗝️15 keys for the cats carriers!
Added collection badges! To get a badge you need to collect all cats from one collection (not counting legendary ones) and then pick up your badge in the collections menu.
Removed case opening delay
Removed case recycling delay
Improved visibility of equipped items in inventory
Hello everyone! I'm happy to announce that Baldi's Basics Plus version 0.7 is available now!
This update is entirely focused on bringing field trips back to the game so that now you can go camping again! Field trips work a bit differently now, though. You will now be able to find the bus in The Pitstop before level 3, and you'll need to bring a bus pass with you if you want to take a ride to the field trip! You can find the bus pass on level 2, so make sure you grab it!
When you go on a field trip, you'll be able to pick one of two minigames to play. When you win a minigame you'll get items that you can bring back with you. With a little bit of practice, you can even earn a perfect bonus of 250 YTPs!
As before, each minigame also has a score based variant and a high score table, so you can compete with others!
That's about it for the update, but before I move on to the changelog, I'm also excited to announce that I've teamed up with Makeship again to make a Dr. Reflex plushie! You can check it out here.
I worked closely with the team at Makeship to make sure all the details were just right and I couldn't be much happier with how it turned out! It will be available to purchase until September 28, so thiiiiiink fast and get it before then if you want one.
Now, on to the changelog:
Additions
Added new field trip format.
Field trips now have 3D, explorable hub areas.
Each field trip now has two minigames to choose from.
Winning a field trip minigame spawns in eight items that the player can pick. The player can pick up to three of these items.
Playing a minigame perfectly rewards the player with a perfect bonus of 250 YTPs.
Re-added camping trip.
Added new minigame Campfire Frenzy: Keep the fire roaring by launching fuel into it. Watch out though, not all fuel is good for the fire!
Added new minigame Pick-Quick-Nic: Be quick to pick a bite to eat before Baldi's appetite gets the better of him! Don't take his favorite food though!
Added a tutorial for each minigame. Tutorials can be accessed by clicking on a Baldi that is standing nearby a minigame area.
Added new music for minigames.
Added the Bus Pass item. This item must be in your inventory when clicking the bus door to go on a field trip.
Changes
You now must click on the bus door to go on a field trip, rather than just walking up to the bus.
The bus sprite has been updated to a rendered 3D object that better matches the game's style. Baldi finally gave the bus back to Joe after "borrowing" it for six years.
The bus now has collision.
Items can no longer be used in The Pitstop. This prevents several bugs from occurring.
The Pitstop now gives the player unlimited stamina.
Pre-release Changes
Made several small difficulty tweaks to Pick-Quick-Nic.
The round where all food appears and Baldi is only thinking of one item now has slightly more reaction time.
Hotdog bomb and pizza bomb rounds now have slightly more reaction time.
Slightly reduced the difficulty curve in normal (Non-scoring) mode.
Reduced the frequency of hotdog rounds relative to pizza rounds in normal mode.
Fixed a Pick-Quick-Nic issue where occasionally on round 2 all plates would unintentionally contain valid food.
Made food in Pick-Quick-Nic easier to click by making the plates valid hotspots as well.
Fixed the campsite ambience not being affected by volume settings.
Camping Baldi now has an animated mouth controlled by the volume of his voicelines.
Fixed an error that would be logged when entering the field trip entrance room in The Pitstop when no field trip is available.
I think that's everything. I hope you all enjoy version 0.7 and look forward to version 0.8!
As you may know My store paged launched 2 years ago today! Its been a crazy 2 years with so many big things happening! With 13 Demo updates some smaller update and some bigger ones. I want to show you somethings about the past and where we are now and what's coming in the future!
2017 Where it all started!
So I started to game development around 2014 and around 2017 I had a really good start. I really liked the direction I was going. this is a preview of what my game looked like back then. Its crazy to think this was before I didn't know what I was missing. Around this time I was working on designing my own weapons for a future game and at that time I didn't think about putting my own weapons in the game. This was before I got a new computer. When I got a new computer i loaded up my project and tried to run it. Nothing worked it crashed on start and It was just impossible to fix. Late 2017 I had restarted my whole project.
2020 New ideas and direction
Now we fast forward 3 years and I got my game to a working state and was really happy with the direction I was going but I wanted to implement Attachments for weapons and I had a little bit of a base line for it but wasn't able to get it to work in the current state. Here is what it looked like in its early state. so in October I restarted once again but it wasn't completely over I still had good bones I just redid it to look a whole lot different and actually work with what I wanted like weapon attachments.
2021 to Where we are today
A year later I had a lot going for me. I had a lot of cool weapons with weapon attachments and got to the point of having at least 8 weapons working. A lot changed from then to now. we didn't even have all the weapons designed yet but we got that done I kept pushing for a new weapon and kept trying to push for more and bigger things. Now we skipped ahead to June of 2022 this is the month I found out that Steam changed there process from steam greenlight to just getting your game to steam! That is when the whole direction changed and It has turned into what we see today!
Looking into the future now!
We are looking into the future of the game. As you may know Chapter 1 is pretty much complete! you may not see this as I lock that down to where you cant! we have been hard at work improving the game and making the necessary changes to make this game Amazing at launch! Chapter 2 is making a lot of progress I would say if I would to work on it for a whole week chapter 2 would be done. Does it mean the launch is soon no it doesn't but as a solo developer I never thought I would be getting to the point of just finalizing the game and that is where we are right now. I cant thank you enough for all of the support you have given and all the people that has helped me on this journey and we still have a long journey ahead to a bright future to this game!