The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Passive Skill Trees (Repentance)
Showing 111-120 of 157 entries
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Update: 22 Aug, 2024 @ 1:13pm

0.2.26:
- Added a new Ancient Jewel: "Saturnian Luminite"
- Fixed Glace (ancient jewel) sprite frame.

Update: 22 Aug, 2024 @ 11:35am

0.2.25:
- Added a new Ancient Jewel: "Crimson Warpstone"

Update: 22 Aug, 2024 @ 9:05am

0.2.24:
- Rebalanced jewel drop rates.
- Optimized calls to player, room and level fetching, and random procs. Might help performance a bit.
- Blood Puppy no longer triggers monster on-death effects.
- Fixed certain gamebreaking effects still affecting Gideon, such as more HP or Soul Eater.
- Fixed jewels dropping multiple times in challenge rooms when using Challenger's Starpiece.

Update: 22 Aug, 2024 @ 12:17am

0.2.23:
- Added a new large node to the tree: "Spider Mod!"
- The "Chance to reroll active items into random passive items, if you're holding an active item." modifier should now correctly affect shop items.
- Adjusted door-opening modifiers (such as challenge room and curse room ones), these should no longer turn doors in different rooms to normal doors.
- Fixed active shop/devil deal items getting rerolled and becoming free.

Update: 21 Aug, 2024 @ 8:28pm

0.2.22:
- Shop cache for the "Shop saving" nodes should now reset properly when entering a new floor.
- Challenger's Starpiece now drops a key if the challenge room has locked chests and no regular chests, or a bomb if likewise with stone chests.

Update: 21 Aug, 2024 @ 7:46pm

0.2.21:
- Faded Starpieces can now be destroyed with the Respec Node input.
- The "Chance to smelt currently held trinket when entering a floor." modifier now has a text indicator when it procs.
- Refactored how heart update effects are run in code - should fix issues with other mods using Custom Health API (e.g. losing all non-red hearts or Jacob & Esau's "Heart Link" granting a lot of heart containers).
- Fixed possible desync issues between current tree allocation and run snapshot when starting a new run.

Update: 21 Aug, 2024 @ 9:17am

0.2.20:
- The first character you level to 30 grants global skill points for every level. Afterwards, other characters must level past 30 to start granting global skill points.
- Added above info to tree help menu.
- Added some missing modifier descriptions for the Active Modifiers list.
- Added a new Ancient Jewel: "Sanguinis".
- Cursed Starpiece debuff is now half as effective if there's no treasure room in the current floor.
- If using Baubleseeker (ancient jewel), Reverse Stars now tries to remove a random smelted trinket. If successful, it then spawns a random trinket.
- Luminescent Die's debuff should no longer be applied during ascent.
- Fixed some room clear effects rolling again when re-entering empty rooms under certain circumstances.

Update: 20 Aug, 2024 @ 2:31pm

0.2.19:
- Added 1 new node type to global tree:
"When first entering a room, % chance to reroll active item pedestals into random passive items if you are holding an active item. This effect can reroll up to 2 items per floor."
- Challenger's Starpiece (ancient jewel) should now unlock all challenge rooms at all times.
- Apollyon's "Harbinger Locusts" node now works on golden locust trinkets (though no extra effects).

Update: 20 Aug, 2024 @ 11:31am

0.2.18:
- Starcursed jewels should no longer drop from random trinket sources.
- Introduced 3 new Ancient Jewels: "Chronicler Stone", "Martian Ultimatum" and "Glace".
- Shop items replaced by Baubleseeker (ancient jewel) now cost coins, 3 more than the usual trinket price.
- Using the D7 stops xp gain for the current room.
- Reduced xp granted by Peep and subtypes (such as The Bloat); these were rewarding 3x the usual amount.
- Progression items (such as polaroid, key pieces, etc.) can no longer be removed by ancient jewel effects such as Opalescent/Iridescent Purity or Baubleseeker.
- Fixed "Chance for curse rooms to have their spikes removed" modifier not removing spikes for curse rooms that lead to large rooms.
- On the rare occasion that jewels drop golden, fixed being unable to pick these up.

Update: 19 Aug, 2024 @ 5:28pm

0.2.17:
- Added 1 new node type to global tree: "% additional chance for monsters to become champions."
- Gideon can no longer become a champion or Soul Eater through tree/jewel related effects.
- Tree/jewel effects granting chance for monsters to become champions no longer roll in boss rooms.
- All monster HP jewel modifiers now have their effectiveness halved in the first floor.

- The following jewel modifiers have been reworked:
> "Chance for pickups (coins, keys, bombs) to vanish when collected." -> "Coin, key and bomb scarcity."
> "Chance for hearts to vanish on pickup." -> "Heart pickup scarcity." (Scarcity is a chance for the pickup not to spawn when it normally would have)
> "Chance for mobs to block hits." and "First hits blocked by mobs" -> These are no longer complete blocks, and instead reduce that hit's damage by 65%.
> "Chance of exploding tears on death." -> On proc, mob now lobs a blood tear upwards that can't be collided with, which then falls down and explodes into a burst of tears.

- New Crimson jewel modifier: "Monsters receive % less damage from explosions."
- New Mighty-only Viridian jewel modifier: "When starting a run, remove X items of quality Y from all item pools."

- XP curve rebalance:
> Leveling until 30 should be easier, then get slightly more difficult past levels 30, 60, 90 and 120.
> If playing on hard mode, floors after the first one now gain an xp bonus of +2.5% per floor (not applied in boss rush).
> "XP when completing a challenge room" modifiers now have xp gain applied to the total value.
> XP overflow when leveling up within a room is now capped at 33% (from 40%).
> Adjusted starmight implicit xp bonus formula, it should now be generally more rewarding, and diminishing returns kick in past 300 starmight (from 250).
> "XP multiplier" option now has a minimum of 0.3, to slow down the experience if desired.

- Tree node description boxes now scale down if they overflow the screen width.
- Optimized calls to the mod's save function, improving performance in certain situations (mostly at run start/continue).
- Fixed lucky penny and golden key modifiers rolling again when leaving and re-entering a room, or when quitting and continuing the run.
- Fixed map reveal effects not staying when quitting the run.