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
Both issues are gone, including extra fixes related to FF.
@The Deadmonster
I will separate some of the features into a miscellanious tab later on, including nerfs.
@Gokudera ElPsyCongroo Last update makes boss rush wave reduction only trigger upon starting a run. It's probably going to work if the mod uses Repentogon as well.
... s/enhancement_chamber_3486533759/scripts/rooms/curse, lua: 21: attempt to
index a nil value (local 'player')
Stack Traceback:
.. s/enhancement_chamber_3486533759/scripts/rooms/curse. lua:21: in
function at line 7"
@NotFirstCultist Fixed.
@Gokudera ElPsyCongroo It's fixed now, but I can't keep the double trouble mechanic and curse of the labyrinth in that challenge. EC reworks how double trouble works in the game, removing the vanilla rooms, which was the reason for the crash. It was changed because there is no support for boss pools yet.
[ASSERT] - failed to generate level too often, giving up"
@JSG Okay, the description is changed with a better explanation.
absolutely amazing changes to curse and sac. rooms but maybe make that sacs can be like sacrifaced for 1 more time to get sent to dark room or deal dunno
all though this is certified amazing mod
@Ferpe Some double trouble rooms are currently being nerfed like that one. By nerf I mean giving more space to dodge stuff.
Also, I'm confused about the curse room suggestion. The damage animation already triggers immunity frames. I assume you mean giving player invincibility during the animation before taking damage from the door?