Gotcha. Also another question, can a notebook spawn in Doggos' closet? To my knowledge that's the only location besides the 9 room and starter classrooms where a notebook is guaranteed to appear in vanilla AEwVS
DevloprGumba
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Other bugs from playing a bit more and unlocking more achievements:
1. 9 Room on Language not opening (I was on Puss Mode)
2. Subtitles staying for too long
3. What looks like a Transit door in Language causing you to fall out of the map?
4. Interacting with the Transit Exit door in Language causing the scary ambience to start prematurely
5. Locked Doors in Language staying unlocked after using the keys on them
6. Smile Wolf's Hallway not opening (unless this part is being reworked; I don't think there was ever a Chalk Piece in there)
I haven't played through Language on any other mode yet but I'll get back to you if I find more bugs. Also to make you aware there's a massive oversight in vanilla AEwVS where Marzia can break you out of the starting room after 1 notebook is collected via melon piece
Also I have to say fantastic work so far on this project. I wish you the best of luck in unlocking the true potential of AEwVS!
The first time I played Language, Marzia didn't anger for some reason when I got the 2nd notebook. No idea why this happened lol
Also I have a few questions about the game;
1. Will Marzia get her tongue ability from Beta AEwVS (maybe only on harder difficulties/extra setting like Ninja Viktor?)
2. Will you bring back Discordia as the Language beginning theme?
3. If this is a mod of old AEwVS, what version is it a mod of?
4. Is Viktor killing you in Puss Mode for holding the Knife intended? Because I got caught really off guard by it lol
5. Will you add content from Beta AEwVS such as the PAP Station, DCoins, and newer items like the Gems and Staff?
Anything but a "Reset Data" button in the Settings 🥀 (no seriously I went into RegistryEditor under LukeGames, changed value of "Sally" from 1 to 0, even deleted all the keys and Scary Mode won't come back)
Ok but besides that bit of feedback I felt like the Scary Stuff was just alright. While I liked the ambience of Scary Mode there wasn't much tension in terms of gameplay as keeping away from Blind Baldi is easy if you're patient and the ending jumpscare is pretty much an expectation at this point. Maybe if more was done with other characters like the eyeless Anim8or bird it would be more interesting but as it stands it's just a simple stealth section in the dark with most of the challenge coming from remembering where your keys and last notebooks are.
Also, the audio/visuals of the cutscenes seem to just be there for shock value (most notably the flashy red swirl which pops up three separate times), although I'm not too familiar with the creepypasta behind this mod (no habla español) so I can't really judge.
However and as others have said, I quite enjoyed this mod for bringing me back to the early days of BBiEaL decompiling where adding a few extra rooms, BSODAs, and Pencil Boy made you the best modder ever lmao
ALL MONSTER PATTERNS (spoilers)
-The Dragon always spawns in the middle column fifth row from the top
-The Dragon Egg is always adjacent to the Dragon orthogonally or diagonally
-The Wizard is always on the edge of the map surrounded by five purple slimes. It is possible for one of those slimes to spawn in the corner of the map.
-The lovers Romeo and Juliet spawn in the same row "mirrored" along the middle column. They can also spawn in corners.
-Why talk about corners so much though? Well, the Mine King always spawns in a random corner of the map, and determining which of the four corners has him is very important in 365/most health runs.
-Each of the four Guardians (7 health enemies) spawns in a region of the map divided by the Dragon's row and column. Therefore, Guardians cannot spawn in the Dragon's row and column and no two Guardians can appear in the same "sector" of the map.
-All Minotaurs and Chests on the map are adjacent to each other. This pattern can be helpful in finding the Mimic, although the Mimic can spawn adjacent to Minotaurs along with their Chests.
-Gargoyles and Walls spawn in orthogonally-adjacent pairs. Gargoyles in pairs will also face towards one another. The pairs of Gargoyles can be adjacent to one another while the walls cannot.
-If a Rat is in the same column as the Rat King, it will be sitting. Otherwise it will be standing and will "face" toward the column where the Rat King resides.
-To find the Gnome, the player must simply uncover every blank tile on the map.
-The beginning tile with the blue orb or whatever it's called cannot spawn in the outer two rows/columns of the map such that it will always reveal its full area when interacting with it.
-On the other hand, the acroll that reveals a random 3x3 area on the map can reveal an area centered on the map's edge, making it less useful.
-Everything else is random bullcrap go
Feel free to correct me in the comments or add additional information. Hope this is helpful!
In the credits of the original FFS it's stated that the 1994 RPG Earthbound was of inspiration to the game. And more specifically, certain tracks from the Earthbound OST were remixed for the OST of FFS Legacy. These remixes include:
-"Buy Somethin' Will Ya!", which is played at the start of Normal mode
-"The Place", which plays in Nightmare mode (albeit slowed down a lot) and Old Nightmare (regular speed)
-"The Cliff That Time Forgot", which plays in Wrath mode (slowed down) with random instruments
-And finally, "Kraken of the Sea", from Math Madness. This one flew under my radar at first but the title of the remix, "kraken", let me make this connection.
If there's any more that I missed, correct me in the replies. And big W to Nice for also being a fan of the Mother series!
No but like, adding to what SuperStarryR said-
Every red letter before u seems more, I don't know, INTENTIONAL. The o has an annoying dot orbiting it, j serves as an overhead obstacle, and t snipes you from below. u on the other hand, just SITS THERE, WAITING EVER SO PATIENTLY for the player to make a wrong move. Compared to the other letters, dying to u feels entirely your fault, which somewhat reflects how u tried to make i the scapegoat in their relationship/take out their anger on them.
I've been the victim of a toxic friendship. I've also felt anxiety about being abandoned by my friends, and fear the idea of becoming u myself. I honestly feel bad for both i and u, and agree that both of them deserve happiness apart from one another. This really hit home for me, so thank you for creating this story.
Is it tied to collecting notebooks or does this happen randomly over time? I've been trying to turn off both generators in one run, being able to enter one Maintenance room at the start of the game, but the other Maintenance room seemingly never appears even after waiting a while and collecting all the notebooks... unless this is intentional too
Ok so I got the 32 ending (neat AEwVS reference btw) and wrong answers only but didn't unlock anything? For the 32 ending I answered every problem with "32" and waited well over 40 minutes at 10 notebooks but got nothing and when I did wrong answers only that's when I got the achievement but no unlock?
It seems like some of them are still bugged, like I got one of the endgame ones and the "caught by superb 5 times" achievement from doing the chicken ending. Another but I found was that any lost item turns other items into itself when you try to swap them. And I also want to ask how does Superb work exactly? Whenever I approach that one 2nd floor spelling room I get caught no matter if I stare or look away pls help lol
"Come get your free box of Foxo O's!"
me still holding the one he gave me in the items tutorial
Yeah it's extremely petty but I think the scene would work better if he gave us a different item instead. Also there probably shouldn't be a comic in the playground as the Tutorial specifically states that those are only in orange rooms. And it would've been cool to get into that second yellow room somehow.
Regardless I had a lot of fun with Demo 2 and was impressed by all the overhauls- graphically speaking, not many Baldi fangames look this good without breaking stylistic consistency! My general feedback is the same however, being that I hope to see more secrets and more coherent lore in the full game- not just bite-sized scares at the end of levels. What you have cooking right now is still peak though don't get me wrong.
and don't think i missed the math madness icon being changed to the number 15