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Health Up items and pills can be used instead of picking up a coin while not at full health, but the main reason I didn't blacklist them is that if they weren't in the game and you picked up Dead Cat, it would be nearly impossible to get your coin hearts back.
Best I can suggest is to edit the main.lua file for this mod to remove the 2 lines that include "BIRTHRIGHT" when you want to use it at the same time as a mod which makes Birthright useful for The Lost.
Extra BR effects mod added a secondary/alternate BR effect to the Lost,giving him an extra life which duplicates all of his inventory items upon revival. If Extra Birthrights mod(+ mods that add items with the nolostbr tag) is enabled,can you whitelist Birthright for the Lost?
And I get what you mean, that for The Lost the game does give you a tool that gives you the chance to reroll useless items into useful ones, and that this is part of the difficulty. It's just that the way I see it, "you reroll a useless item but it either disappears or becomes a different useless item" isn't really a different kind of scenario than "you encounter a useless item and you have no way of rerolling it".
btw the thing with whitelisting the lost items is because of his die's 30% chance of making the item disappear so its objectively less powerful than the game itself automatically rerolling the item 100% of the time
In your example, the lists to empty would be 'ActiveItemsLost1', 'PassiveItemsLost1' and 'CollectiblesLost1'.
However, this alone won't bring back the static HP Up item drops from beggars. For that you need to either comment out or remove lines 3906 to 3972.
I don't quite get whitelisting the items if your intention is to reroll them anyway, but it's up to you.
Just a couple of things to keep in mind:
1. If I ever update the mod again, your changes will be reverted.
2. Whitelisting items for a character will also allow them to appear in full item rerolls (i.e. the D4 effect) where you have no opportunity to reroll them individually, not just as pickups.
As for regular Lost, know that (A) Birthright doesn't prevent you from finding defensive items as The Lost, it just prevents you from finding useless items, and (B) You can't get Birthright as The Lost with this mod enabled anyway, because the mod already applies the same effect as Birthright.
This should now be fixed. Let me know if there are any more problems.
Unfortunately I'm not sure if there's anything I can do about that.
However, you can still blacklist them in your local version of the mod if you really want it. See my 8th June comment.
For most of the things, I'm pretty sure there were just oversights/mistakes in the distribution of the "offensive" tag, and these were corrected without any major attention being drawn to them. Now both the mod and the spreadsheet are fixed. Weirdly this makes it so the only collectible blacklisted for T. Lost is Breakfast (for when the item pools are depleted, not generally), so that's a good sign the character is working as intended now. ;)
For Soul Locket, you're absolutely right, that shouldn't be blacklisted for The Lost at all. Not sure how I missed the detail that the effect does still work for him during research, but I did have to go over every item in the game, so it happens. Possible the wiki was missing that info at the time, and I just assumed.
For Suplex!, that must have been one of the ones that was previously missing the offensive tag due to oversight. I can't think of any reason why it should be blacklisted for either Lost.
A few T.Lost changes:
Sumptorium, Best Bud, and Candy Heart can be removed from your blacklist code and changed to grey on the spreadsheet. These items lack the "Offensive" tag, so they should already be blocked.
Mucormycosis is marked in grey as blocked on the spreadsheet, but it isn't blacklisted and there's no reason it should be.
Soul Locket is marked in grey as blocked, but it does have the "Offensive" tag and isn't in your blacklist. You do have it blacklisted for regular Lost in the code, T.Lost should probably match. (IMO it shouldn't be blacklisted for either one, but that's just me)
Suplex is marked in grey as blocked, but it isn't actually blacklisted. Maybe it should be?
If you edit the main.lua file, and find the "PassiveItemsKeeperSolo", "PassiveItemsKeeperCoOp", "CollectiblesKeeperSolo" and "CollectiblesKeeperCoOp" lists, you can add the enums for all of the health-up items to those lists.
To learn what the enums are, you can either look them up in resources/scripts/enums.lua, or copy them from the "PassiveItemsLost1" list.
The only one you weren't right about was Large Zit. That works for T. Lilith but not regular Lilith.
Thanks again! If you do find any more mistakes in the mod, or in the Google doc, please do let me know.
For Sulfur on Azazel, I know it was a thing initially that it wouldn't do anything unless you got it twice, which I decided was not worth keeping in, but perhaps this was an update change.
I think there's a few errors though:
Sulfur and Euthanasia do work for Azazel/T.Azzy.
Candy Heart doesn't seem to work with T.Beth.
Dark Prince's Crown probably doesn't work with T.Forgotten.
Lilith/T.Lil: Wiki says Chemical Peel should work, which means Blood Clot should also work. I think Large Zit and Mulligan work too.
I had a few more suggestions, but it seems they're just errors on the spreadsheet and not in the code... and now I'm not sure exactly how much I've even changed locally.
PillsAzazelLilith
ActiveItemsAzazel1Lilith
PassiveItemsLilith1
CollectiblesLilith1
And if you want to un-blacklist for Tainted Lilith too, also remove from:
PassiveItemsLilith2
CollectiblesLilith2
Keep in mind that changing those first 2 lists will also affect Azazel and Tainted Lilith. Also if a mod update happens then your changes will be lost, so I recommend making a backup of the changed lists afterwards.
Still weird though. I'll fix it if possible.
However, how did you get Dull Razor as The Lost in the first place? That item is blacklisted by this mod (as is Giant Cell, come to think of it). If you encountered both those items naturally with the mod enabled, their appearance is the real bug, not what happens when you activate the Razor.