1.1
---

Stopped objects falling through Ettin area floors at the very bottom of the world

Smoothed Volcano airlock floor to prevent trapping

Smoothed undersea airlock floors to prevent trapping (thanks go to Mr NStuff)

Fixed Sub Bay floor to stop creatures falling out of the sub and drowning on disembark (Thanks go to Mr NStuff)

Stopped dropped objects falling through the volcano peak and rope bridge floors

Smoothed sharp angle in desert floor that traps baby creatures and toys

Fixed fishing pier room being visible from the Hatchery Sub Bay

Added new room and floors to main Hatchery elevator shaft to widen it, reducing painful rides (also stops cactus seeds falling through)

Prevented access to the pond adjacent to Hatchery (slap-happy creatures often killed their peers by punching them through this room border and drowning them)

Smoothed floor at base of elevator shaft above the Control Room

Widened elevator shaft above the Control Room, reducing painful rides

Smoothed various floors along rope bridge and Season Tree areas

Widened the floor inside the 'germy glass terrarium orb' room (or whatever it's called) as it was a little too short

Prevented access to the pond above the Music Room so that creatures can't fall in and drown

Plugged the gap in the floor in the underground area under the Season Tree

Widened the painfully narrow elevator shaft under the Season Tree

Sanitized room linkage between #123 and #14 (Hatchery Sub Bay)

Sanitized room linkage between #61 and #66, #61 and #250, #65 and #60, #35 and #51, #54 and #53 (all treehouse edges with graphical fences indicating safety) to prevent creatures falling off these edges.

Sanitized room linkage between #38 and #41 to prevent creatures falling off this edge, as it appears to be the only edge in this area properly blocked by fence. All other edges are open.

---
1.2

Fixed missing linkage between #7, #8, #9 and #21 (Desert Left Elevator)

Fixed missing linkage between #32 and #37 (Control Room)

---
1.3

Broke erroneous link between rooms 167 and 105 (Volcano right wall) (Thanks Elegnaim for pointing this out, and sorry it took me such a long time to add it here!)

---
1.4

Room 108 (Frog pond) Norns and toys no longer get stuck trying to pass this area.
Room 109 End of pier no longer blocked off, with apologies to Frog Norns.
Room 134 can peer into the glass tunnel above the Frog Pond.
Room 146 (Volcano-side sub bay) Floor made solid. Used to allow objects to fall through, but none of the other bridges, piers or Sub bays allowed this to happen, and it's annoying when objects are dropped through floors anyway, so this change just make this room consistent with the rest.
Room 153 Sea floor slope made less steep, helpful for Aquanorns and other amphibious/swimming creatures.
Rooms 154/155 (Grendel airlock) Another attempt at smoothing the steepness of the floor through this airlock. Less visually consistent, but it's a trade-off between looking right and not having things get stuck.
Rooms 156/182 (Volcano elevator landings) Railings work now, nothing should fall off.
Room 145 (Volcano sub bay elevator landing) Creatures given a little extra room to reach the elevator buttons without wallbonking.
Room 143 (Top of Volcano elevator) Widened landing to prevent wallbumping.
Rooms 142, 233, 143 adjusted to allow passage from the Horn to the Volcano bridge. This passage is CLOSED by default, but you can use the 'Horn to Volcano Doorway' cob by Ali and then patch it with BA's compatibility patch.
Rooms 108,78,112,102,114 and a bunch of others in that area (Frog pond, hollow tree trunk, etc) Widened BOTH elevator shafts to further eliminate wallbonking in the area.
Room 75 (Fungus bridge above the bacteria dome) Further smoothed floor.
Room 17 Creatures can look into the goldfish pond again, but they still can't fall into it.
Room 21 and surroundings has been realigned due to a pain bug reported by Elegnaim. May not have been a BA-specific issue but I figured I'd try and solve it anyway.
Room 8 (left desert elevator) As part of the realigning above, the top of the elevator was given a new floor.
Rooms 164,165,166 (lava) made completely inaccessable due to Grendels falling through the lava and getting stuck on the bottom of the map. These rooms aren't meant to be accessible anyway, being below the actual volcano floor.

---
1.5

NEW! The Better Albia Extras COB has been split into Fixes and Extras. 

BA - Fixes.cob contains patches for third-party COBs such as the Bridge & Barrier Pack, Ocean Bridges, etc.

BA - Extras.cob contains everything else, including Stop Wallbonking! and the World Wrap Fix.

NEW to BA - Extras: The World Wrap Fix! This essential patch addresses a bug that has existed in C2 since time immemorial. To the left of the desert above the Incubator there is an invisible line running vertically down through all of the rooms at that y-position. Creatures get confused here, and try to walk the wrong way when looking at something across the invisible line. Inject this, and creatures will walk in the correct direction to reach their targets.

New to BA - Extras: Stop Wallbonking! A set of creature action scripts that changes a creature's mind if they're thinking of wandering or fleeing straight into a wall. It won't stop them walking a long distance and eventually hitting one, but will stop them doing it again when the wall is right there in front of them.

New to BA - Extras: Out of Bounds Fix. You know that spot at the bottom of the volcano where creatures get stuck looking at themselves and wallbonking? Inject this to fix the problem. If you notice it happening again, simply re-inject.

New to BA - Extras: Cliff Edge Remover. Removes all invisible 'cliff edge' objects in the world. Creatures tend to fixate on them to an unhealthy degree. Looking at cliff edges delivers punishment and fear, which can be extremely confusing, and also occasionally gets them stuck in a 'teetering' animation.

A big potential problem with the Plato Fix has been addressed. In short, BA previously shuffled some rooms around to make space, but this confused Plato and made it a big mess to set back to normal. BA no longer makes any drastic changes to the layout of rooms, ensuring better compatability with third-party COBs in future.

Other fixes have been re-checked and a few small problems corrected. Hopefully there should be no issues left using these cobs together, but if you find any, be sure to contact me with details!

All room neighbours have been re-evaluated based on better knowledge of the openness and floor values. Bees and other flying things should no longer get stuck under bridges or canopy walkways.

A few floors have been adjusted where they were 1 or 2 pixels too high for the scenery, creating an annoying gap that made things look like they were hovering an inch off the ground.

The 'desert dip' has been further smoothed, as has the Sub Bay floor. It's less visually coherent, but sometimes better gameplay is more important.