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Baba is You updated to Version 1.0.5

by rawmeatcowboy
17 December 2019
GN Version 5.0

Baba is You has been updated to Version 1.0.5. Check out the full patch notes for this update below.

Fixes & tweaks

Fixed a small ending-related visual bug if the grid is enabled
Fixed a rather severe oversight where certain rules were adding events to the undo buffer in the wrong order, causing errors
Added an additional check for situations where the player would’ve cleared an area but due to e.g. level repositioning between versions didn’t get the flower for it
Fixed a bug where floating Baba and a weak Wall would have a mystery interaction
In certain cases where the game would freeze, it displays a special effect instead (this’ll be expanded on and it might not appear in the game at the moment)
Large underlying code reworking related to conditionals, not relevant in the game right now but it’s work for the future
Related to the above, conditionals with parameters behave in an equivalent way whether the condition has a Not or not
Fixed the word Facing not accepting directional words
Related to above, made Empty Is work mostly as intended
Fixed “Empty Is X” particle effects appearing everywhere even if Empty had a conditional word
Added guest credits to “Across”. Apologies to Corey Martin for missing that when adding the level.
New option in the settings menu! You can now disable screenshake.
There’s a new secret thing in the game!
A certain map now has a clear counter like other maps, so you can actually fully finish it. This should retroactively activate if you’ve already cleared the map.
Changed the way the level selector works. This shouldn’t affect the playing experience apart from one level adjustment listed below. If you note new bugs with the level selector, I’m very interested in knowing about them.
If you’d try to enter two levels at once, the game now opens a menu to pick from.
Added a visual indicator for movement that “fails” (i.e. ends up not moving the object). So if Baba moves against a Shifting object, you’ll now get a small visual indicator that some movement happened.
Fixed a buggy cutscene.
You can now use “Return to map” in a new spot.
Fixed a slightly annoying error with how the map cursor is positioned in certain rare situations
Fixed a level selection -related bug
Fixed a particular Win-condition not working
Fixed a rare conditional statement not working
Fixed a case of the player not being able to enter a level despite having the map cursor on them
Fixed a case of the game trying to enter an erroneous level in certain circumstances
Fixed a case of the game ignoring a level if it thought you were trying to enter two levels at once
Fixed the game storing sub-second frame timing data improperly; not very important but I guess the game tracks your playtime more accurately now
Fixed a graphical glitch in an ending-related thing
Fixed a case where the borders of the levels were considered Empty
Fixed a rare bug relating to an endgame conditional word
Languages! The game now supports 13 languages, with more coming later. Note that the translations only affect the UI and menus; the graphics are English-only. We tried hard to look into localizing it all but it would’ve been too massive of an undertaking. (Please report any issues with the translations, be it on Steam or in-game!)
You can now see the version ID in the bottom-left corner of the main menu! Relatedly, I moved away from the two-letter version naming scheme because it could’ve been confusing.
The game will get an official level editor in 2020! I’ll make a flashier announcement about that in a bit. Anyway, there have been some underlying changes in preparation for that.

Levels adjusted/changed

Whoops
Collaborative effort
Acrobatics
Tectonic Movements
Seeking Acceptance
Heavy Cloud (this might actually be a large change)
Keke And The Star
The Heist
Gallery
Backstage
Maritime Adventures
Elusive condition
Floodgates (used to have tons of rules, adjusted the level to have the same idea with less fixed rules)
A Way Out?
Another Way
???
Meteor Strike
Triplets (a large unintended solution)
Rocky Road (changed Foliage to Rocks to keep the name sensible)
Hidden Path
Out At Sea (added water that I had removed during development for the name to make some sense)
Tunnel (the level didn’t utilize the intended mechanic)

[Link]
 
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