Baba Is You patch notes (May 10th) – version 1.0.4

Switch patch notes for the new version!

Fixes & tweaks:

– Promoted Skull House to an extra level
– Added Lovely House to where Skull House used to be
– Some underlying work for potential future features
– The Linux build should work again
– Replaced Secure Cottage with Fireplace
– New level: Pillarwork! Located where Fireplace used to be
– New option to disable particle effects
– Shuffled levels a bit in Cavern
– Fixed a colourization error in one of the endings
– Fixed the area completion effect not staying in the correct place in some cases
– Made background particles appear & disappear correctly when toggling the corresponding option in the settings menu
– You can now adjust the game’s window size when in windowed mode by pressing Control + 1/2/3 etc (this might become a proper settings option eventually)
– Fixed a crash in Ultimate Maze (probably not fully)
– Reduced Garden’s required level count for clearing
– Fixed background particles in one particular case appearing wrong
– Added 3 new levels! I’ll try to refrain from adding any more because that’s not very elegant, but here we are for now. You can find one of them in Rocket Trip as a variant for Horror Story.
– Changed “Force default colours” to “Force high-contrast colours” and made the setting use a slightly altered palette. This’ll be adjusted further in the future if needed.
– “Fixed” a bug with Empty (that is, added a solution that doesn’t fix it fully but makes it less of an issue)
– Started implementing a larger code structure related to Empty in preparation for future use and to fix a particular bug
– Swapped the order of Garden’s extra levels since it makes much more sense that way
– Made control icon positioning work even if the player adjusts the zoom type during gameplay
– Added a pause menu control hint to Where Do I Go?
– Fixed level numbering in a lategame area
– Fixed the level cursor not recognizing a level in certain situations
– Fixed the undo & restart tips appearing wrong
– Got All This Stuff Here completely redesigned! The old puzzle was broken in multiple ways and caused crashes. The replacement is called Ruined Orchard.
– Adventurers redesigned; the idea is the same but in a less frustrating configuration
– Actually fixed the undo/restart message
– Fixed multiple syntaxes that worked despite not being supposed to (Baba Not Is You and so on)
– Fixed completed level outline effect appearing wrong for some players
– Made certain directional rulewords work slightly more consistently
– Made certain secrets behave more consistently
– Fixed a rare inconcistency in how Tele works
– Changed the way the game writes text in preparation for potential translations
– Fixed a situation where an object didn’t have a corresponding word
– Added a safety measure in cases where the game doesn’t know where to load the player into
– Fixed an issue where the game skipped the intro in certain circumstances
– Fixed an issue with undoing a Floating object being destroyed
– Fixed the area completion effect not staying in the right position in certain cases
– Fixed a case where the pause menu might not render text properly
– The game checks certain rules more thoroughly when you start a level
– Fixed a very very rare crash that mostly affected only my own development work
– Added a safety feature that makes the game not break if the player’s files are encoded in ANSI and not UTF-8
– Fixed the final instance of inconsistent level placement
– Fixed a couple cornercases with  conditional rules
– Made certain lategame visual elements easier to read
– Fixed a very specific functionality related to Open/Shut

Level adjustments:

– Dead End
– Lock the Door
– Vital Ingredients
– A Way Out?
– Another Way
– Ghost Friend
– Pillarwork
– Entropy
– Horror Story
– Trapped
– Heavy Cloud
– Torn Apart
– Tangle
– Grand Stream
– Tectonic Movements
– Across
– Power Generator
– Bottleneck (adjusted to be slightly more forgiving)
– Seeking Acceptance
– Lovely House (removed a potential red herring)
– Skull House (removed a potential red herring)
– Heavy Words (removed a confusing extra structure)
– Got All This Stuff Here (see above)
– Adventurers (see above)
– Automaton
– Entropy
– Parade
– ???
– Condition
– Rocky Road (tiny readability improvement)
– Thicket (made Make’s functionality easier to figure out)
– Meta (just a small readability adjustment)
– Hostile Environment (not extremely happy about this adjustment)
– Delicate Star
– One-way Entrance
– Sky Hold

17 Comments

  1. Player says:

    How do you figure out what version your BIY is? You should have it be a tiny number on the title screen, I feel. Or a tiny number in the settings screen. But somewhere visible in game would be nice…

  2. Alexis Hunt says:

    Hey Hempuli! Thanks for the awesome, awesome game!

    ***SPOILER WARNING***

    On the Switch version, I believe I’ve cleared everything as I have now 225/11/4 (I think that 4 is a mistake, though?). But there’s a level that seems to be buggy: in Meta, there’s something that’s been with you that the very start that you can convert into a level. It turns into level 00, but when you try to enter it, you end up on “Meta-00 Avalanche”, which is just “Meta-05 Avalanche” with a different name. Exiting the level puts you back on Meta-05 just as if that’s actually the level you’d entered.

    The Internet tells me that this level is supposed to exist, at least in other versions. Is it a bug that it’s not available on Switch?

    • Hempuli says:

      The Switch version has been outdated for a really long time due to unfortunate circumstances. That should change before the end of the year, at least. Apologies for the trouble.

  3. Ondrashek06 says:

    Hey there, Hempuli. There are things about the new update that I do not really understand.
    1. In the ??? world, why is the AND word there newly? I don’t really see any use to it there…
    2. Why is Rocky Road still named like that if there are no longer rocks present on it, and instead there is Love? A better name for it would be “Lovely Road”. I know it’s just cosmetic stuff, but it might get confusing to some people.
    3. Are the words in the Level Editor which are not used in the game itself – for example, EAT, FEAR, WITHOUT, FOLLOW, etc. going to be in the actual levels or are they just experiments to play with in the Editor?
    Anyways, the new levels and the adjustments are great, keep up the work on the game! HEMPULI IS LOVE <3

  4. Alan says:

    Any chance of an Android version?

  5. alan robinson says:

    This game looks great, but I never really want to sit down with a puzzle game on my PC – but on my phone would be awesome! Any chance of an Android version?

  6. Brian says:

    Hey mate, love the game, would it be possible to get it on GOG.com too?

  7. Faye says:

    Hey, I played the game on Switch and didn’t see a good spot for a review. Forgive me if this isn’t the best place, but I wanted to share some thoughts on your incredible game!

    —————————————-

    I spent the last week in a general malaise as some illness ran its course through my body. I was tired, generally sore, and unable to really focus on the larger looming projects. What I could do was hold up a switch and watch a little bunny run around pushing words together to form simple phrases.

    These phrases were not just ordinary words, but in interface into the code of the level. To complete the levels of this game, one has to change the code of each level until you make the victory emerged from a default defeat state.That is right friends, for the most part, every level starts without a win condition. You have to make your own win condition and doesn’t that just mirror life beautifully?

    “Baba is You” is in many ways a game about possibility, which is a rare feat for any game, let alone one in the puzzle genre. Puzzles are so often about reductions and figuring out the solution by taking the mystery and subtracting the facts. The puzzles in Baba are constantly about pushing boundaries and breaking associations. You will so often get stumped in this game because of an incorrect assumption about the rules of the world. You will so often feel that a level is impossible and it is only pushing against that despair that we force ourselves to think differently. There always IS a solution – it continues to mirror life.

    And when you finally do figure it out, after minutes or hours, you will not feel the game cheated you. You will feel like the game taught you something important. Every level teaches you something more in a way that is subtle and powerful. At no point could I tell you that I was getting better, but at some point levels I had to skip became doable.

    This game didn’t give me answers to puzzles, it taught me how to think about the puzzles themselves in a productive and expansive way. I don’t walk away from Baba feeling like I’m good at Baba, I’m walking away feeling like I’m better at thinking and finding solutions by thinking far outside of the box.

    I don’t like puzzle games. I’m typically not great at them, but this game drew me in because it wasn’t like any other puzzle game I’ve played before. It was cute, and well designed, and so much more than the sum of it’s parts. The ending was rewarding and exciting and compelling in ways I could have never predicted, especially from a puzzle genre.

    I think the greatest thing I can say about Baba is that it is a pure game. It is a game that you’re invited to explore, experiment, discover, and grow in. It was a game made with a ton of love and creativity and I couldn’t put it down until I solved every challenge this game had to offer.

  8. Anon says:

    After getting the update, I’m at 224/11/4, which is a little surprising to me, since I thought you need all the levels to get the last few all-clear flowers.

    Is there any way to figure out what level I’m missing? The only thing that’s not flowering for me is center, but I’ve done the gallery/ending…

  9. Kinninson says:

    Hey, thanks for keeping the good work! Playing on switch, I was struggling a ton on skull house. I don’t think I would have figured it out without you adding lovely house. That said, the second I opened lovey house I saw the solution, so not sure if that’s ideal…

  10. Steve Tregidgo says:

    Forgot to ask: what is the new level total please? You mention “Added 3 new levels” (in addition to the ones you named above that I assume) but I’ve seen four new ones. Or at least they’re new to me, and possibly were moved from other areas — but they definitely weren’t on the maps I have yesterday.

    So glad to see this getting all this support btw. If only it wasn’t stopping me sleeping! ;)

    Cheers

    • Hempuli says:

      225 is the new max level count!

      • Anon says:

        After getting the update, I’m at 224/11/4, which is a little surprising to me, since I thought you need all the levels to get the last few all-clear flowers.

        Is there any way to figure out what level I’m missing? The only thing that’s not flowering for me is center, but I’ve done the gallery/ending…

  11. Steve Tregidgo says:

    I was delighted to see the Skull House / Lovely House change. Removal of the red herring helped, but (without going into any spoilers) the addition of the extra level honestly helped me figure it out. I’ve been getting nowhere with Skull House for weeks, but five minutes after browsing the in-game changes the solution came to me in the shower. I really appreciate the addition of stepping stone levels like this; Dungeon made Prison much more approachable I think (although that one I did manage to figure out before the change).

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