Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Though even if we did, this mod was just made as a proof of concept and nothing really more than that.
Curse of the Puzzle
Rooms are generated as normal, then shuffled, secret rooms still follow the same rules and will modify adjacent rooms to make sure of it
if a secret room needs to be crossed to go to the boss room/tresure room, a double bomb pickup, or the "i can see forever" pill will be a guaranteed pickup
Possibly one of the spookiest mods I have been considering for a bit now.
Still, by that point more than hard it would be a bit unfair.
Excuse me, if I recall correctly, we discovered this together, not just you on your own and then me taking credit for it, I was the one messing with the room descriptor and the room descriptor data for hours until you figured out you could copy and paste data from one room to another, lmao.
Anyway you still do deserve credit (although not all of it, lol) :P
this has even bigger potential too, you can actually save room layouts from the previous floors and apply them to later floors. this means mods can do things like put treasure rooms in void, or have like 10 different boss rooms in a row. really cool shit.
I made a custom challenge for it with deck of cards and starter deck (you have to spawn 2 bombs when you start the challenge)
<challenge name="Floor Randomizer" startingitems="63,85,251,238,239,327,328" startingtrinkets="3" endstage="12" megasatan="true" cursefilter="4" startingcard="13"/>
The original boss room might get replaced by a secret/treasure room or even a default room, but the hatch will remain there.
For other people I'd rather for you to comment in english since google translate can be a bit dumb sometimes, lmao.
Granted I'm using this same proof of concept to make a trinket that guarantees a special library almost every floor :P
That said this is already great, I get a strong Castlevania/Rogue Legacy vibe from it
Second, are you sure the floor is entirely normal without any rooms scrambled or anything? And if so, do you have any errors show up in the console when you attempt to play the run?