The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Godmode Achieved [[[BETA]]] [REP] [RGON optional]
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Update: 11 Jul, 2022 @ 12:38am

- Marshal Pawns now release their projectiles at a slower velocity than when they create them, making them slightly easier to dodge
- Added rooms for chapter 6, Chest and Dark room! Best of luck against the now fully integrated cast of Godmode enemies :) as I add the last few enemies and bosses I'll make sure to add rooms for them as well, they'll likely be dominantly in the new stages.
- Increased internal difficulty of chapter 5 and 6 rooms (0-1 -> 5), effectively making them more common in hardmode
- Decreased health of Guarded from (30+10 stageHP -> 25 + 5 stageHP) and increased armor strength (0 -> 5)
- Reworked appear animation of Guarded to be slightly different from when they create angel babies
- Removed Brass Cross from the treasure room pool and added it to the secret room pool
- Added challenge room waves to chapter 1! I'm planning to add a few waves including godmode enemies to each floor I've added rooms to so far :)
- Fixed util function that calculates a simple DPS, used in some major boss HP modifications
- Made Wormageddon's max tunneling speed *slightly* lower (4 -> 3), mostly noticeable in large rooms
- Door hazards can now be destroyed with explosions! It's a bit of a hacky workaround so let me know if any issues arise from this.

Update: 3 Jul, 2022 @ 10:56pm

Updated steam description

Update: 3 Jul, 2022 @ 10:55pm

- Chanters now wait 30 frames before they are allowed to attack (preventing insta-dodge requirements)
- Chanter lasers now last 2 frames shorter (25 -> 23), and Chanters will always target the player (and predict based on motion) with their lasers (rather than completely random angles). The accuracy of their lasers goes down the more Chanters that are present in the room, up to a 45 degree threshold with 8+ chanters
- Chanters will now always attack together, and the chance of any individual Chanter causing an attack to occur goes down as the number of chanters in a room goes up (80% chance every 30 frames of idle alone, 15% chance every 30 frames of idle with 8+)
- In summary, Chanters are now group attackers who get more precise the lower the group number is and also compensate for your movement so be careful!
- Guarded minions now rotate based on velocity rather than position as well as snapping at a slower rate, making the babies look much smoother as they move (and when the babies teleport there is a much more reasonable window to avoid them if for some reason they end up in your way)
- Guarded now will take longer to fill the countdown to spawn more minions if minions are alive (5% of no minion speed -> 1% of no minion speed)
- Guarded now move at a slower rate, making them easier to manuever around
- Guarded now spawn 3 small angel babies instead of 2 weaker angel babies

- Added rooms to chapter 5 (finished Sheol rooms and added Cathedral rooms!)

Update: 27 Jun, 2022 @ 2:22pm

- Started adding rooms to Sheol, not done with Chapter 5 as I got sidetracked with other tweaks to the mod
- Reduced weight of Godmode ultra secret, black market, crawlspace, chest, boss and miniboss rooms (from 2.0 each to 1.4 each) and planetariums and error rooms (from 2.0 to 1.5 each) to make Godmode play a little nicer with other room mods but still keep its prominence
- Reduced weight of good arcade rooms (2.0 -> 1.5), bad arcade rooms (1.0 -> 0.5), and great arcade rooms (1.0 -> 0.25)
- Fixed bug where Diya would be permanently active after using it once
- If any player is Beelzebub in Intestines, flies do not passively spawn anymore (if you REALLY want it back lmk, this just guaranteed a win in any room of the stage lmao)
- Added more clauses for the tear cap, and made it so that the simulated tear cap from Godmode is only applied on Godmode items. This WILL result in some tears up items reducing their effectiveness with dynamic tear cap increases such as Luna or Bloody Gust but this ALSO means that those items can still increase the tear limit. For example, 3.5 tears + Angel Food (+1.0 tears) + empty Bloody Gust = 4.5 tears, but 3.5 tears + Angel Food + Full Bloody Gust = 6.5 (as tear cap is calculated at 5, so once Bloody Gust brings it to 5 Angel Food doesn't give any tears up. Will work on this change but this allows other mods to increase the tears of the player without Godmode capping it).
- Added Paschal Candle as a dynamic adjustment to Godmode's tear cap (working on identifying ways to accomodate all dynamic base tear cap modifiers). Right now this is only a tiny bit buggy, but entering a new room will update the tear cap to be correct. Will work on polishing this but definitely a step in the right direction!

Update: 21 Jun, 2022 @ 3:04pm

- Added another vice to bubbly plum
- Changed internal ID of Spiked Flesh Host to 700.21 instead of 700.20
- Made Spiked Hosts/Flesh Hosts, Chanters and Shade Hands collide with rocks (weird oversight, whoops lol)
- Reworked Fetal Baby enemy, now has severely reduced health and creates red creep when it fires and when it dies
- Para-bits spawned by Paracolony will not move instantly anymore (gave them their appear animation back)
- Para-bit HP nerfed from 5->3
- Reworked Nerve Cluster, now fires a much more readable pattern and only fire 3 bullets at a time. The Hostess variant of Nerve Cluster still fires 4 projectiles, but both variants have much less velocity variation in projectiles (80% deviation reduction) and have a consistent, readable pattern of a rotating angle! Their projectile speed also starts off very slow so you can prepare for their radius / kill them off before it expands too far.
- Fixed bug with entities that can't have attributes like Stone Maw being affected by Blessing of Kindness and other Godmode effects that impact all tangible enemies (was a dumb issue, duplicate parameter names.. got me feelin like when I just learned how to code LMAO)
- Infested MemBrain now has the same 8 shot attack sfx as a regular MemBrain
- Added a new set of 167 rooms for chapter 4, and another 10 rooms for chapter 3!
- Updated steam description to reflect changes

Update: 19 Jun, 2022 @ 11:30am

Updated steam description to reflect new room count

Update: 19 Jun, 2022 @ 11:29am

- Added more rooms with Godmode enemies to stages! More rooms were added to chapter 2, and a new set of rooms was added to chapter 3! In total another ~140 new rooms!
- Ludominis now start slightly slower and gain their normal speed over the course of two seconds, Mum-esque nerf to make them easier to deal with in room layouts
- Smashers don't collide with the player anymore unless they are actively touching the ground, and they no longer deal contact damage (explosion damage and getting hit by projectiles when they land is still a thing however). This is to make them more manageable in tight spaces
- Made Smasher projectile spread more evenly distributed to make them more predictable
- Increased the damage that Smashers inflict when they contact the ground (15.0 -> 40.0)
- Purple Hearts are no longer able to replace regular hearts (this was buggy anyways, but with the new rooms for them they're the type of enemy that need precise placements)
- Purple Heart projectiles will now target the heart if the mask dies somehow

Update: 15 Jun, 2022 @ 4:28pm

- Reduced weight of Wormageddon spawn chance from 2 -> 1.625
- Increased weight of Bubbly Plum spawn chance from 1.0 -> 1.75
- Added ~200 new rooms dispersed and slightly modified between the first and second chapter stages to integrate more godmode enemies! The goal is to add ~10% minimum new rooms to each stage, adding more as more of the new enemies in the mod get implemented.
- Modified a few special rooms to be more interesting (namely, secret room with cross maws, circular heretic room, error room and a few other select ones)
- Prepping for a new enemy to be implemented soon (as well as a new intestines boss?? how foul!)
- Updated steam description to showcase the target nunber of new additions! Check out how close we are at long last :')

Update: 5 Jun, 2022 @ 10:57pm

Updating steam description to reflect new mod statistics and beta testers

Update: 5 Jun, 2022 @ 10:52pm

HOTFIX:
- Removed debug log entry for Intestines animations
- Added skulls to Nest grid sprites, no more invisible tiles!