The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Talos
38 Comments
God Tier Goop Sack 31 Jul, 2021 @ 8:27pm 
R.I.P. this mod, itll probably never get a Rep update
dragonrage519 18 May, 2021 @ 11:29am 
Will he be updated for repentance?
locked citizen of new jersey 21 Mar, 2021 @ 2:15pm 
Talos is a familiar name
DotDotDot 7 Nov, 2020 @ 9:46am 
Why does Talos look like Samson's Dad?
Tiwazuruz 3 May, 2020 @ 1:07am 
the character i great but all you need to break game with it is gupp's paw and potato pealer, if you have those two you have infinite helth and infinite meat boys
Fluzzy 3 Apr, 2020 @ 8:50pm 
Found a break with Guppy's paw. You basically get infinite health.
MyntieFurry 31 Mar, 2020 @ 2:07pm 
a neat challenge you can do with this is titled "Move Or Die"

using the console commands, this mod, and the trail of tears mod give yourself the trail of tears as talos and the shockwaves will follow talos and if you dont move you might die
Old Man 9 Feb, 2020 @ 5:34am 
Talos the mighty! Talos the unerring! Talos the unassailable! To you we give praise!

We are but maggots, writhing in the filth of our own corruption! While you have ascended from the dung of mortality, and now walk among the stars!

But you were once man! Aye! And as man, you said, "Let me show you the power of Talos Stormcrown, born of the North, where my breath is long winter. I breathe now, in royalty, and reshape this land which is mine. I do this for you, Red Legions, for I love you."

Aye, love. Love! Even as man, great Talos cherished us. For he saw in us, in each of us, the future of Skyrim! The future of Tamriel!
ipad 3 Feb, 2020 @ 9:43pm 
It would be very cool if Talos' quake had more synergies with other items in the game. For example brimstone just overrides it. Otherwise very fun mod
HydroDEX 25 Jan, 2020 @ 2:49pm 
The synergies I'll leave you to decide what to do with it
HydroDEX 25 Jan, 2020 @ 2:48pm 
*The Quake Tear: Its great, I love it. It makes the character dynamic and unique unlike other characters. The ability to break rocks, open doors (not including special doors), secret room and even make your own path. It makes the health system a fair trade.

*The Special Ability: It makes the game so fun. though I could say its a bit broken when you can keep shooting while using it allowing it to charge again letting you spam to victory, you could make it so its only 2 charges instead of 3.

*The Omen: It makes it so cool that you can have this tear ability and give it to other characters, though I'm docking points on your description which doesn't specify the name of the item and its ability to give it to other character.

Its your first mod and you're killing it, you have a bright future in mod making my dude. I hope to try any other mods you have. Also Hutts has tried your mod, congratulations.
HydroDEX 25 Jan, 2020 @ 2:48pm 
Those are somethings I like you to fix or check out. Now to the good things.

*The Health System: Though its annoying I like how the Health System works, each time you take damage (depending if your in the womb or have half a health) you loose a red heart container as if it where a soul heart or a black heart. I also like the fact that if you pick up half-soul hearts or bone hearts it gives you a eternal heart instead. It makes it challenging and makes it so you strategize your moves and your deal of the devil choices.

HydroDEX 25 Jan, 2020 @ 2:47pm 
* Charge Hud next to health: Its a good hud, but when you get an active item its barely visible, you could still see it but its not that much. Here's a tip move the charge on the side of the map, if its not possible change its color to something different then the same color as the battery charges.

*The Hits: Sometimes when a quake hits something dead on it doesn't register as a hit, if you could fix that it would be great.

*The Tear Rate: Its a great debuff to this character, but it does make it a bit challenging since some shots don't register correctly.

*Synergies: Though there are some synergies the problem is, its very few or its not noticeable.
Examples: Brimstone, Mom's Knife, Tech X, Jacob's Ladder, Sad Bombs, Tiny Planet, Technology Zero, Trisagion, Angelic Prism, Ludovico Technique, Head of the Keeper and Any status effect item.

HydroDEX 25 Jan, 2020 @ 2:47pm 
Alright a lot of people made some compelling feedbacks, and I will add mine. Before I do this character is a great and very challenging character, it is a great idea and its executed in a good way, yet there are some setbacks.

Here are the setbacks:

Matt T. Bastard 19 Jan, 2020 @ 4:01am 
Got Euthanasia... Madness.
EndMyLife.exe 12 Jan, 2020 @ 8:10am 
this guy + Isaac's Tears is insanely good
dinomir5 6 Jan, 2020 @ 2:25am 
one more thinks, ludovico stack the earthquake way to fast
Richard  [author] 5 Jan, 2020 @ 7:59pm 
Self-damage is on purpose, only the first 3ish shockwaves don't deal self-damage, but they also do less enemy damage. Tears shot to the right also don't deal self-damage, but that's an actual bug.

Although it might look like piercing tiers stack the shockwave effect, it's only visual, it doesn't deal crazy extra damage.

...The visible special effect tears might be changed... That was on purpose but I can see why it would be confusing...
dinomir5 5 Jan, 2020 @ 1:42am 
I have found some bug (or something strange)
when you are faster than your tears, you can take damage of it
when you have death scyce, you can see it
whith some mod (revelation) some item does something great (burning bush in revelation in example)
finely, piercing tears (all of them i think) stack up the "rock" effect on the ennemies
however, your mod is very good, i hope you can fix this "funny problem" to make the mod better ;P
Kixo12 4 Jan, 2020 @ 12:33pm 
i open my game and mod not work why ?
Richard  [author] 3 Jan, 2020 @ 8:12pm 
Mm, more of an oversight really. It's meant to display your tears if you have a special effect on them...... I'm not sure how I feel about sagittarius tears displaying as well, but that may be changed.
Nea Ion 2 Jan, 2020 @ 12:46pm 
i don't know if this is a bug or not but after i pick up sagittarius my tears they showed up
Richard  [author] 1 Jan, 2020 @ 8:37pm 
@Giorno Giovanna I'll be honest, I'm not sure why it wouldn't work for you... I installed the mod myself to make sure the uploaded version works, and it's all fine. Could be a mod is conflicting with it (very unlikely), but otherwise check your mods menu to make sure it's toggled on.

@Bad Taste It's actually a "costume" placed over the already existing Talos character.

Set up costumes2.xml in your contents folder... Check out the costumes2.xml in the Isaac resources to get an idea for how to set up the xml. Then you'll also need a .anm2 and a spritesheet in your resources... I just used Lillith's hair and worked off that anm2 and spritesheet for Talos.

Then in the main.lua you can just add the costume to the player using player:AddNullCostume(costumeID) at the start of the game. Make sure to actual define costumeID as local costumeID = Isaac.GetCostumeIdByPath("gfx/characters/costume.anm2")

Dundee 1 Jan, 2020 @ 2:10pm 
Very creative!


I have a little question that is a bit of topic but, how did you make it so his hair does not disappear when picking up certain items like Experimental Treatment or Infestation 2?

I am struggleing to find the solution for that.
York 1 Jan, 2020 @ 9:55am 
I opened my game, but the mod just did not worked, why?
warrior1x1 31 Dec, 2019 @ 8:36am 
just so you know on my screen i did testing with no charge actives and i saw the chargebar for the special ability so on my screen it shows up underneath the active item chargeber
Richard  [author] 30 Dec, 2019 @ 10:23pm 
Oh thank you, I'll look into the piber's mod menu thing... And yeah, videos aren't my type of thing but I'll see what kind of video showcase I can piece together since it definitely could use one, even if it's not totally complete. In the meanwhile there's a gif to fill the void :P
AgentCucco 30 Dec, 2019 @ 10:11pm 
You can totally see the ability chargebar, at least on my experience. You should try adding compatibility with piber's mod menu hud offset thing just in case, because I can see how having a different hud offset setting in the vanilla settings would cover up the ability bar.

Anyway, by this point I think you should really add a showcase in here before the mod dies out, even if it's an incomplete build, just so people get an idea of what they're getting into :P
Richard  [author] 30 Dec, 2019 @ 2:09pm 
That's actually pretty odd, it should be visible assuming there's no ui offset but... I'll go ahead and look into a fix
warrior1x1 30 Dec, 2019 @ 1:57pm 
he is fun but the fact that you cant see the chargebar for the special ability when holding an active item is a problem
Blahzors 29 Dec, 2019 @ 9:19pm 
nice mod, This is a very original idea!
Richard  [author] 29 Dec, 2019 @ 1:34pm 
Thank you!!! That code didn't quite work, but it was nearly perfect so I got it to work like it was intended to from the start! I'm guessing there's quite a few items that are going to act like Bob's Rotten Head but for now at least that's fixed.

I'll get to working on the rest of the feedback so I can upload a perfected version of the mod, and thanks again for the help!
AgentCucco 29 Dec, 2019 @ 12:58pm 
You can just check if the tear variant is not the bob's rotten head one, and if the spawnertype or parent is not a familiar (though for the latter you have to use tear update and not tear init).

function mod:ontearupdate(tear)
if tear.FrameCount == 1 and tear.Variant ~= 4 and (tear.SpawnerType ~= 3 or (tear.SpawnerType == 3 and (tear.SpawnerVariant == 80 or tear.SpawnerVariant == 81)))
-- stuff
end
end
mod:AddCallback(ModCallbacks.MC_POST_TEAR_UPDATE, mod.ontearupdate)

In theory this should check if the tear has just spawned, check if it's not a bob's head tear, and check if the source is not a familiar or if the source is Incubus or Fate's reward.
Richard  [author] 29 Dec, 2019 @ 12:52pm 
Aha, the eternal heart one is definitely one I figured people would find annoying, it was like that to make sure there's something to help prevent the player from losing devil deals, though I'll find a workaround to skip animation.

And... yeah, all tear variants get changed into shockwaves, which I'll be honest, I'm not too sure how to fix. It's been on the todo list since the start though, so I think it'll just have to be fixed when I get around to making a custom shockwave entity instead of using the one from the game.

But if you got an easy solution to make sure it only affects Isaac's tears, that would be really nice!
AgentCucco 29 Dec, 2019 @ 12:32pm 
No problem, though there's a few other issues I forgot to point out :P

- Another nitpick, but having to see the eternal heart animation every time you get a new heart does get tedious eventually. Maybe it would be better to just keep track of the soul hearts and increase the max hp directly, instead of using eternal hearts?
- This one is a bit odd, but normal familiars also shoot shockwaves which I don't believe is intended. And other obscure tear variants like Bob's Rotten head also act like normal tears and spawn shockwaves, which did feel pretty odd during my playthrough.
Richard  [author] 29 Dec, 2019 @ 11:12am 
Thanks for the feedback, it's appreciated! Yup, this being my first mod there's quite a few things that I wasn't too sure how to do, so the code is very hacky.

I'll fix the ability call issue immediately since I agree it is annoying..... The shockwave scaling and tears issue is almost completely because the code cheats by using the pre-existing shockwave entity instead so I'll be working on fixing that up.

Thanks again!
AgentCucco 29 Dec, 2019 @ 11:02am 
I really like this guy, but it has some issues:

- His ability is called on update instead of render, which means that more often than ever, the game won't take the input (really annoying).
- Given your setup, the shockwaves don't scale with the player's damage, this can be fixed by reimplementing them with a new entity and the collision callback (does require the compatibility hack).
- Your tears can still hit enemies (may be intended, I don't know). It is important that tears stop when hitting an enemy unless you have piercing, same goes for rocks, however they should not deal damage nor prevent a new shockwave from damaging the enemy.

The last two are basically nitpicks, but the first one is really, really important to fix. :winter2019happyyul:
AgentCucco 29 Dec, 2019 @ 9:41am 
I love this concept on paper, but you should try making a showcase for this guy :winter2019happybulb: