The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Godmode Achieved [[[BETA]]] [REP] [RGON optional]
Näytetään 141–150 / 317
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Päivitys: 19.8.2022 klo 16.57

- Added Ratty! These little fiends steal hearts, keys, coins and bombs laying on the ground so watch out if you want your items to stick around when you see them! Right now they show up in the Fruit Cellar.
- Diversified many rooms within the fruit cellar, it shouldn't feel like 99% of the rooms only have bats now lol
- Added custom Challenge and Boss Challenge room waves to all Godmode stages!
- Reworked The Fallen Light's Crack The Sky attack, now should be much less buggy and much more threatening now
- Homing projectiles spawned by The Fallen Light now last less time and move slower

Päivitys: 15.8.2022 klo 15.33

- Reduced weights of many heavier weighted special rooms to a more normal level (maximum being 2.0 for the Demon Priest rooms, a majority of 1.5 or 1.4 weighted rooms were reduced to 1.0 and a few to 1.2)
- Removed Nosebleed from greed mode pools
- Godmode stages don't spawn in greed mode anymore
- Added Fallen Guardian and Late Delivery to the Baby Shop pool
- Redrew rocks in Fruit Cellar to look like barrels!
- Stifled Gatekeeper can no longer take quest items (again?)
- Added Famine to the boss pool for Fruit Cellar, and redid the rooms for War and Death in The Nest and Colon respectively!

Päivitys: 10.8.2022 klo 18.01

- Added extra check for loading Godmode data at the start of a new/continued run
- Made it so that the Abandoned Mineshaft disables COTV's ability to spawn projectiles, count down the timer, and spawn door hazards
- When the Ivory Portal spawns within Sheol, the ending chest is not overridden to allow for unlocks to be achieved at the same time as progressing to the Ivory Palace
- Incubus can now do damage to Arch Bishops with lasers
- Made More Options allow more items with fewer instances of More Options (As originally intended) and capped number of item groups per item room to 5 (with 4 instances of More Options)

Päivitys: 8.8.2022 klo 12.49

- Updated steam description and tags (added shader tag for Black Mushroom)
- Added ability to remove specialized extra door hazards from spawning once COTV spawns in the floor, in MCM

Päivitys: 8.8.2022 klo 12.15

- Bathemo Swarm minions don't explode with a large blood explosion on death now
- Parabits now blend with the ground while appearing
- Reduced the wall bounce attack time of Bubble Plum by 100 ticks and reduced both the maximum velocity by a multiplier of 0.01 and the cap for the added velocity (1.0->0.9)
- Reworked the way Teethers move towards you, made Teethers more consistently group aggro, and gave Teethers a sound effect when they enrage
- Made it so that the Ivory Portal doesn't take you to necropolis when you've been to The Nest
- Opened up some Infested MemBrain room layouts in Utero/Scarred Womb
- Nerfed Impending Doom's interaction with Car Battery, now deals 35% max health instead of 50% max health
- Diya now is an 8 charge item rather than a 4 charge item
- Bubble wand bubbles cannot pop on friendly enemies anymore
- Reduced damage of small bubble wand bubbles and increased damage of large bubble wand bubbles (damage -> 0.75 damage, damage -> 1.5 damage respectively)
- Reduced quantity of bubbles spawned by bubble wand related to player health (additive is halved)
- Added temporary debug mode for COTV spawning conditions to troubleshoot issues

Päivitys: 31.7.2022 klo 19.00

- Fixed some bugs with Vengeance and added some rooms to find them in Sheol! They also replaced the harder Sheol challenge room wave, so beware (or visit them if you want to see what's new!)
- Edible Soul now triggers on self-inflicted damage as well! You can now be strategic about using it.
- Updated Encyclopedia description of Edible Soul to be accurate (Removed the line about gaining 3 black hearts)
- Reduced stage HP from Bathemo's first phase summons for One Tooths and Fat Bats and modified their health (stageHP 2->1, 4->2 respectively, health 10->8, 10->11 respectively)
- Made appear animation for Bathemo spawns and Teethers slightly longer, and Bathemo's first phase stays visible while summoning now (now it looks like they come out of the swarm! much cooler looking)
- Made Bathemo more likely to use an attack rather than idle
- Made it so that enemies that do something dangerous on death no longer do that action if they were to become frozen from Uranus and likewise freezing effects
- Added extra check for godmode stage boss rooms to ensure that they are chosen from the right stage, this should result with bosses always choosing the correct rooms now!
- When Fruit Cellar is chosen, the first level selected for chapter 2 (the stage it overrides) now will reseed so that you aren't going through the same layout twice unless the game chooses to make you

Päivitys: 28.7.2022 klo 14.02

- Redrew floor on The Nest to make it easier to distinguish enemies and other objects on the stage
- Added new boss to The Nest, Outbreak! That dang vermin is surprisingly strong... and annoying...
- Shrunk Ludomaw's bestiary animation so it fits the page
- Fixed shading inconsistency in Demon Priest / Arch Priest
- Fixed shading inconsistency in Teether outline
- Added extra check for removing Curse of the Labrynth from Godmode stages until I get a chance/motivation to really tackle a stronger implementation of StageAPI

Päivitys: 28.7.2022 klo 7.32

- HOTFIX: Fixed issue with static Fire Rate increases causing an error to occur

Päivitys: 28.7.2022 klo 6.40

- Removed debug strings for loading Godmode data
- Fixed bug related to placing door hazards

Päivitys: 27.7.2022 klo 13.14

- Increased radius of War Banner banners, making them slightly more viable
- Increased buff from damage War Banners (0.25 -> 0.33 per banner)
- Nirvana now visually shrinks enemies to indicate the health decrease applied to them. They're so cute! It only tries to shrink them once per morph (i.e. Gaper to Gusher) so if anything decides to scale enemies differently it can be overridden by setting the scale more than once.
- Portable Confessional now deals a full heart of damage when Car Battery is held
- Characters that start with a tear delay multiplier now get accounted for in Godmode items that grant tears up (Azazel, T Azazel, T Eve, Forgotten, T Forgotten specifically)
- Made Black Mushroom shader slightly more visible
- Barfer Puke no longer keeps doors closed while its landing!
- Added a new enemy, Vengeance! These special gapers are hungry and reside in Sheol and beyond. Don't let them feed or face the wrath! (I say this, but they don't have rooms yet. That will come soon!)
- Edible Soul now grants 1 black heart to allow its effects to work if you don't have red health past it's purchase price!
- Changed the callback that Godmode loads dynamic run data from, making it so that new Transformations don't persist into the next run and fixing a few other small issues related to dynamic run data!
- Removed unused code for adding light to dark rooms (pre-lighting fix artifact)
- Identified that continuing a run without leaving the starting room causes the game to crash, I will look into this to see if I can figure out the issue to prevent this crash!
- Cleaned up some code within main to make fewer redundant references to rooms
- Updated set of qualifying entities that get their HP scaled to be the same set that Adramolech's Fury/Blessing uses for selecting champions (only difference being that HP Scaling can scale enemies without contact damage), this should not feel much different but will prevent stone enemies/stage hazards from getting scaled unnecessarily