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Version 481d

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)