Version 481d
2026-01-02New 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
Read the full notes
- 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)





