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Version 481d

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New year, new update! This will most probably be the final large update for BIY. Thank you for the years of support! There are a couple credits in the patchnotes, but thanks to everyone who suggested fixes and reported issues, among others BabaIsYoo, Balt, Inkify, Laxxius, PokeChess & Springer29. In general huge thanks to the Baba Is You fan Discord server for all their work, reports, suggestions & support over the years!

New objects

  • Bean

  • Fox

  • Chili

  • Hotdog

  • Brain

  • Rook (word sprite only, to be used with Tower's sprite)

  • Bone

  • Cactus

  • Palm

  • Yes (checkmark)

  • No (cross)

New words

  • Become

  • Facedby (thanks to whoever first suggested this)

  • Hold

  • Happy

  • Angry

Bugfixes & adjustments

  • Added cloud save support on mobile

  • Sprites in menus should now shrink to fit inside their buttons even if they're larger in-game

  • When editing an object's data, the game should let you leave the menu if the data is buggy in some way (hopefully)

  • Levelpack selection now has double arrows for moving 5 pages at a time

  • Search for Play Levels & Play Levelpacks

  • Levelpack's folder name shown next to title in editor

  • Unnamed levelpacks now display as "??? (folder name)" in editor

  • Disabling rule sounds for a level now also disables a bunch of other sounds to make e.g. song levels easier to make

  • Museum no longer grants a flower for one of the submaps to fix a bug with a missable dandelion puff

  • Added a couple ambient loops to the music selection

  • The hand effect from Pet now follows objects more accurately

  • Fixed a crash with Empty Is Level + mods

  • Fixed a case of X Make Level creating Error objects

  • Shuffled which objects are included in "Advanced objects"

  • The "Enable advanced objects" setting now toggles upon beating the game

  • Shuffled tags around a bit

  • Changed "object type" text input into a simple Object vs. Text selection (text input is still available if needed)

  • Made Level Is Hide work for level objects

  • Mimic rules now disappear from the pause menu if the Mimic rule or mimicked rule are hidden

  • Fixed a stack overflow bug with Empty & Seeing

  • Updated screenshots on the game's Steam page

  • Fixed some bugs with Hold

  • Placing paths should now be easier since the game doesn't reset the chosen object or tool as easily

  • Fixed a bug with the music in Meta

  • Adjusted some object colours & sprites

  • Fixed level objects not emitting particles

  • Made levelpacks made by the author most recently looked at appear first in the levelpack list in editor

  • Added double arrows for Z-layer selection

  • Added pages for background effects

  • Fixed Text Is Boom not stacking

  • Fixed(?) custom music in themes not playing properly

  • Fixed a controlling issue on certain mobile input setups

  • Increased the number of special objects permitted in level uploads (thanks to PokeChess for the request)

  • Made ambient loops appear at the end of the music list (also changed their names so if you made a level using them, you'll need to re-select the music)

  • Tried to fix an interaction with Done that could cause increasing memory usage (most probably not a full solution)

  • Made level code not be displayed in the pause menu when testing a level to avoid an incorrect level code being shown

  • Added the possibility of a fourth digit to dandelion puff etc counters (thanks to springer29 for the suggestion)

  • Adjusted some of the colours in the object list to use some rarely-used/unused colours in the palettes (thanks to balt for the suggestion)

  • Fixed a couple small typos in Museum's signs

Mod support

  • Added support for custom background particles (tutorial at the end of values.lua)

  • Added a bunch of new modhooks throughout an in-game turn

  • Added the ability to give a level a custom high-contrast palette (please don't misuse this)

  • Added ability to load SFX from Data/sounds instead of a levelpack's own folder

  • Placed a text file (MF_documentation.txt) within the Data folder to help with modding

  • Tried to make timedmessage() appear on the screen more consistently

  • Added MF_getlist_*() functions to get a list of unit ids for certain types of objects

  • Added MF_playsound_repeat() for playing and looping a sound

  • Added functions in modsupport.lua for more easily calling level transitions

  • Tried to make custom specialobjects easier to deal with by adding a support function in modsupport.lua

  • Added a function in modsupport.lua that is called when a slider is interacted with

  • Added modhooks for mouseclicks and keyboard presses + a tutorial for how to (hopefully) make them respect the in-game movement delay

  • Added support for 5 text rows on signposts

  • Added MF_getkey() and MF_setkey() for getting & changing inputs stored in the game's internal control config array

  • Added the ability to make custom undo events (explanation in modsupport.lua)

  • Added description for MF_musicstate in the documentation file

  • Added MF_getlist_system(), which fetches unit IDs for a bunch of system objects (use with care)

  • Made custom completion icons have a better tutorial in the debug levelpack

  • Made custom completion icons also display in the "Start the game" levelpack menu, not just the "Play levelpacks" menu (thanks to alltami for the report)

  • unit.animFrame is now properly usable

  • Added MF_setanim() that lets you change the selection of animation banks of an object (this is probably not useful at all and more likely to cause bugs than anything, fwiw)

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