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.
Heavy Cloud (this might actually be a large change)
Keke And The Star
Floodgates (used to have tons of rules, adjusted the level to have the same idea with less fixed rules)
A Way Out?
Triplets (a large unintended solution)
Rocky Road (changed Foliage to Rocks to keep the name sensible)
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)