The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

AIsaac
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Update: 5 Feb, 2019 @ 10:40pm

-set turrets and moving spikes that deactive on room clear to not be considered dangers if the room is clear
-added check for picking up trinkets
-added code to check for no/empty/old save file so it doesnt mess up the settings
-updated some variable settings so instead of just on or off they can also be set to player1 only

Update: 5 Feb, 2019 @ 5:32am

-added check for ai to go to secret rooms first (if the door is open)
-adjust 'go around' function to help prevent accidental touching of avoided entities
-added code for ai to open paychests if it can
-fixed bug in door checking code that would cause it to sometimes skip doors it should enter
-added check for ai to go to libraries if it can
-added check for ai to bomb blue/purple fires
-added check for ai to go to mega satans room first (if the door is open)
-added code so ai doesn't just sit at the bottom of mega satans room waiting for something to happen

Update: 4 Feb, 2019 @ 6:57pm

-added check for ai to avoid picking up cards/pills if thats disabled or it already has one
-added check for ai to avoid picking up items if thats disabled
-added check for ai to not buy or take devil deals if get items is disabled
-bit more refactoring

Update: 4 Feb, 2019 @ 4:55pm

-added check for ai to stop trying to donate to a jammed machine
-added check so ai doesnt get hurt by shell game beggar spawning a fly
-added check so ai doesnt go through curse doors if low on health
-added check for ai to avoid trinkets and active items on pedestals if it already has one
-added check for if ai has no keys/bombs but has gold key/bomb
-bit of refactoring

Update: 4 Feb, 2019 @ 4:33am

-added check for ai to try and enter crawlspaces
-added check for ai to go to black markets and to take the trapdoor once done
-added check so ai doesnt buy active items in the shop if using actives is disabled or it already has one
-added check so ai doesnt take devil deals for active items if using actives is disabled or it already has one
-added check to prevent ai from picking up or using the suicide king card
-added check for 'pay to play' coin pay doors
-added check for trying to buy red hearts/soul hearts/batteries at shop when theres no room

Update: 3 Feb, 2019 @ 9:16pm

-tweaked enemy chase/avoid code to help prevent ai staying diagonal to enemies
-tweaked avoid code to help with dodging diagonal shots and charging enemies
-tweaked fire chase code to reduce zig zagging
-set on/off spikes to not be considered dangerous when down
(instead of on room clear as sometimes they aren't button controlled)
-added code for ai to use/bomb beggars and machines
-added check for bombing sticky nickels
-added code for ai to go to arcade rooms if possible
-added code for ai to enter shops and buy items
-added code for ai to enter devil deal rooms and take items (if enough health)

Update: 3 Feb, 2019 @ 4:04am

-removed old unnecessary code for dealing with incubus
-set popup spikes to not be counted as a danger if the room is cleared
(prevent ai from being stuck in the room after turning the spikes off)

Update: 3 Feb, 2019 @ 3:35am

fixed bug where AIs would sometimes stop charging attacks early if there were multiple AIs running at once

Update: 3 Feb, 2019 @ 3:21am

-added setting for player1 to be AI controlled
-fixed bug where one players movement input could occasionally be applied to the next ai character
-tweaked pickup chase code to help prevent 'zig-zagging'
-set ai to not use active item if the room is cleared
-fixed bug where ai would try to grab batteries when active charge is full

Update: 2 Feb, 2019 @ 9:47pm

-added check for the door to hush so ai doesnt get stuck in the floor
-adjusted enemy dodging to help prevent the ai from moving away from one enemy and running into another
-fixed ai trying to enter trapdoor after beating boss if trapdoor didn't spawn
(stops it getting stuck after beating 1 boss in void and XL floors)
-added code to help with dodging diagonally moving enemies/projectiles
-fixed bug where if a room had multiple buttons required to unlock it the ai would keep trying to press one and not go for the others
-teaked enemy chasing code to reduce 'zig zagging'
-added check for beds