The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

[Rep/+] Job 2.5 - Over 25 (+45) New Unlocks!
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AgentCucco  [developer] 9 May @ 10:26pm
Job 2.5 Changelog.
Version 2.5 (Definitive Edition):
Highlights:
  • Refactored the entire mod!
    • This should hopefully help reduce lag a bit, and also increase readability and back-end interaction for modders by a HUGE margin.
    • (Most) variables that modify behaviors are now easily accessible at the top of each file instead of relying on magic numbers.
      • The objective handler still uses some magic numbers because I couldn't find a way to link the Targets from the objectives menu into the handler, whoops.
    • De-spaghettified most of the code.
  • Added Objective Tokens!
    • You can exchange these for help in the objectives menu if you're having trouble finishing one off.
    • You get objective tokens for every run you win
    • Legacy players will gain tokens depending on how many marks they had completed on each character, for a max of 20.
      • Mom's Heart, Isaac and Satan are not counted since they're in the path to the end, and not a sidetrack or endpoint.
    • Hopefully this new system should help reduce the grind of some objectives by a lot!
  • Added a new Cheat Code to get ALL of the unlocks in the mod for Job and Tainted Job.
  • Added a new Cheat Code to get MAX POINTS for the extras menu.
  • Tears ups in the mod will now scale based on the stat in the HUD (more details below).
    • i.e. getting a 1.5x multiplier when at 3.0 tears will now put you at 4.5 instead of whatever it did before.
  • All the mod's actives now have custom Book of Virtues wisps.
    • I decided against locusts because it's an absurd amount of work, I'd basically have to add around 15 new familiars for one item that no one uses.
  • A lot of new settings!
  • Turned the Tainted Job item loss display into an embeddable, global library that any mod can now grab and use for themselves.
    • Due to the nature of it being a global library, mods that use it will be compatible with one another instead of conflicting.
  • Added CCO.JOB_MOD.GetSaveData()
    • This function will return a read-only version of the mod's savedata.
    • You can use this to check if the player has some Job items unlocked or not externally, or if they have a tainted item enabled, etc.
  • Added CCO.JOB_MOD.AddToCaregiverRoomwideBlacklist(entType, entVar = -1, entSubType = -1)].
    • This function is used to add entities that disable the Caregiver in a room-wide basis that could cause issues if hallucinations spawned.
      • Examples are the Haunt, Forsaken or Heretic, which softlock the room if a hallucination spawns.
  • Deus Custodia, Book of Wisdom, and Sancti Poenas can now all be used by any character!
  • The mod now makes use of priority callbacks to make certain stuff like stat multipliers and extra lives more consistent between mods.
    • Before, if Job added a damage multi, and a mod loaded after Job added a flat damage up, it would follow that order. Now the flat damage up is added first and the multiplier is added later.
    • Same with extra lives, before my code could proc an extra life even if a mod that loaded after job cancelled damage dealt to the player, but that's no longer the case.
    • Technically there's a small chance some issues arise if mods use the same priority level as me, but that's unlikely.
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AgentCucco  [developer] 9 May @ 10:26pm 
Features:
  • Tainted Items will now display a unique animation in Encyclopedia to know at first glance which items are tainted.
  • Added the Mineshaft Protector Library (1.1):
    • This library means Job and tainted Job will now keep their costumes during the mineshaft escape sequence.
    • This works for the B-Side versions as well!.
  • Updated the cheat code names for Full Completion (aka extras menu unlock) on Job and Tainted Job.
  • When losing TMTrainer items, a unique graphic should be displayed now instead of nothing.
    • While we still can't access the real tmtrainer item sprites, I added 24 barebones variants that convey you lost a tmtrainer item.
  • Added the Offensive tag to a bunch of items in the mod (I think this is new), meaning they can now appear for Tainted Lost.
  • Added a few new Super Secret Rooms to the mod to host the Praying Altar.
    • When the praying Altar is not unlocked, other stuff will replace the altar.
    • This change was done to avoid just overwriting a vanilla super secret room for seemingly no reason.
      • The reason this was the approach we took back then was because custom rooms caused crashes when continuing a run, however this stopped being the case a LONG time ago.
    • Now that the praying altar can appear naturally, it can no longer replace confessionals.
  • Added a new announcer sound for Soul of Job.
  • Ancient Fragments now shout the stat they decrease on use.
    • Can be changed in the settings.
  • Ancient Fragments now display a streak with the decreased stat.
    • Can be changed in the settings.
  • Added a setting to allow tainted items to show their signature animation even when you have curse of the blind.
    • Disabled by default.
  • The Caregiver and Fierce Mask now make use of Connor's/FF's HiddenItemManager library for their temporary items.
  • Added a little tutorial icon to the starting room when playing as Tainted Job.
    • I know I'm around a year too late, but hopefully this should make the character slightly easier to understand for new players.
  • Defeating Mom's Heart on Mausoleum/Gehenna now gives you Mom's Heart Post-It mark.
  • Added a second reminder to the Extras menu when you have every unlock in the mod except for the challenges.
  • Tainted Job now starts with one (1) holy mantle charge.
  • While playing Greed Mode, each coin will spawn an extra copy for every player that is playing as Tainted Job.
    • You get an extra +1 coin for every tainted job that also holds birthright.
    • When playing as BSide Tainted Job and you have birthright, the same formula that applies to item dupes will apply to coins.
  • When playing Coop as multiple Tainted Jobs, you will now spawn 2 extra pedestals per tainted Job instead of just one.
    • i.e. when two Tainted Jobs are on screen, you will get 4 items per item, with 3 you will get 6 items, and so on.
  • Redesigned the entire Whack-A-Mole challenge!
    • There is no longer a counter for the amount of hammers you have left, and you no longer have to manage resources.
    • The challenge now works similarly to Onan's Streak, where if you miss a hammer slam you will get damaged.
      • Instead of having to manage your resources, you now have to be accurate!
      • Hitting the hammer dead center on an enemy immediately resets the cooldown for your next hammer.
      • Hitting enemies away from the center increases the cooldown between slams depending on how far they were.
        • Only the closest enemy will count for this calculation.
    • The radius of the mallet has been reduced slightly for this challenge to make it more precision based.
    • Familiars are completely banned from the challenge.
    • Golden bombs are replaced with giga bombs.
  • Added Sisyphus to the Andromeda Spode transformation.
  • Prosperity now properly ignores a few FF famliars like Skuzzes.
  • Tainted Antibiotic now plays a sound when you successfully block damage.
AgentCucco  [developer] 9 May @ 10:26pm 
Tweaks:
  • Updated Damocles API version.
  • Updated the Achievement Display API to version 1.2.
    • If your mod used the old version of the library, you should definitely update it to version 1.1 to avoid issues.
  • Updated Job's Dead Sea Scrolls Menu's version to 6.0.
  • Updated the achievement tracker to not allow you to get achievements in Seeds that ban achievements.
  • Updated some EID and Encyclopedia descriptions.
  • Unlock and blacklist system for Ancient Fragments and Soul of Job should now be more reliable (shoutouts to Xalum).
  • Removed the mod's anti-cheat.
    • You can now spawn and give yourself items that you haven't unlocked with no consequences, because anti-cheats are lame.
    • You will still need to unlock items so they spawn naturally (or use cheat-codes), but you can now experiment without doing either.
    • Trinkets dropped on the ground will still be rerolled however, but that's because in vanilla the trinket pool can refresh and show the locked trinkets without this. It's an unfortunate compromise.
      • You can still give yourself the trinkets directly just fine though!
  • Spindown dice now works properly with locked Job items (they will go down until they hit an unlocked item).
  • Settings will now be obfuscated until you unlock their respective item.
  • Book of Despair now plays the use sound again when used multiple times in a single room.
    • The sound effect will have a lower volume on subsequent uses.
  • Esau Jr will now be immune to item remove mechanics in the mod.
  • Book of Virtues will now be immune to item remove mechanics in the mod.
  • Updated EID descriptions to be clearer and shorter.
  • Tweaked Sisyphus' sound effects to be less annoying (I think).
  • Job's Birthright will now properly work with Bone Hearts (and maybe modded heart containers?).
  • Job's Family now properly synergizes with King Baby.
  • The Caregiver's random room item is now seeded to be consistent each room per player.
  • Polished Dad's Mallet:
    • Instead of displaying an ugly poof every time the mallet got restored, it will now blink in smoothly.
    • The mallet plays a sound when being restored (can be toggled in the settings).
  • Updated Sisyphus' sprite to be less blocky.
AgentCucco  [developer] 9 May @ 10:27pm 
Balance:
Fierce Mask:
Severely nerfed Fierce Mask (you had it good for a year, but it was too OP):
  • Speed: +0.2 -> +0.1
  • Firedelay: +10% -> +5%
  • Damage: x1.35 -> x1.333~ (this is simply to nullify the damage down from 20/20).
    • Only applies if you don't have 20/20.
  • Luck: +2.5 -> +1.5
Tainted Fierce Mask:
  • Damage: x1.2 -> x1.0
  • Minimum Damage: 0.0 -> 4.0
    • While there's no multiplier, it will guarantee the sword is kinda strong early on or if you have an anti-synergy with the sword, like soy milk.
  • It will no longer do stuff with your HP.
    • The HP stuff was done as a reference to the Fierce Deity Mask in Majora's Mask, where it allows you to shoot beams off the sword, however the way we implemented it in the mod was super jank, unreliable, broke the Keeper, and modded hearts.
  • Removed Fierce Mask from the Treasure Pool
    • Now that the item has been reworked to not be as egregiously OP, it being situational and having the downside of not being able to use actives/cards (i.e. Book of Belial/Strength Card) on bosses now fits the pool shop better. And having items in both the shop and treasure pool is lame, so I made my choice :P

Curse of Saturn:
  • Charges restored per bite: 2x damage dealt -> 3x damage dealt.
  • Bite delay: 15 frames -> 10 frames.
  • Minimum tear damage: 3.5 -> 5.0.
  • Tear damage multiplier: 1.0x -> 2.0x.
Tainted Curse of Saturn:
  • You now have a 5% chance of spawning a mini Isaac per chunk.
  • Increased the treshold to reuse the item before processing: 20 frames -> 50.
Both:
  • Bosses now spawn 1-3 flies every 6 seconds.
  • Non-summoned enemies now have a 25% chance to spawn some black flies on death.
  • Curse of Saturn will now properly flash when charged.

Tainted/Buttermilk:
  • New synergy, Ludovico Technique:
    • Tainted/Buttermilk tears will now fire from behind your Ludo tear instead of the player.
    • Increased fire rate for ludo Tainted/Buttermlik tears.
    • Reduced shot speed for ludo Buttermlik tears.

Tainted/Sisyphus:
  • Base replacement chance: 25% -> 40%.
  • Tainted/Ancient Fragments can now replace keys and bombs.
    • Replacement chance is 1/10th of your current chance.
  • Sisyphus boulder spawn chance per frame:
    • Tier 3: 0.015 -> 0.0175
    • Tier 4: 0.02 -> 0.03
  • Ancient Fragment damage multi: 1.1x -> 1.15x.
  • Tainted Sisyphus' meteor shower now spawns meteors faster depending on the tier.
    • Tier 2: Every 10 frames -> 8 frames.
    • Tier 3: Every 10 frames -> 6 frames.
    • Tier 4: Every 10 frames -> 4 frames.
  • Made Tainted/Sisyphus upgrades more accessible:
    • Tier 2: 5 fragments -> 4.
    • Tier 3: 14 fragments -> 10.
    • Tier 4: 30 fragments -> 20.
  • Tainted Sisyphus duration per fragment: +1 second -> +0.5 sec.
    • This is a compromise given how common the Ancient Fragments should be now, so you'll spend less time without finding new ones.
  • Hopefully these changes will make the item stand out even more than before as a Planetarium item that truly mixes up the way you play the game.
  • Made all the stats down twice as effective.
    • 0.95x for most stats -> 0.9
    • (taintd) 0.975x for most stats -> 0.95
    • Now that getting to max boulder stat is coniderably easier, and the damage scales that much quicker, it makes sense to cripple you a bit harder. And the stat downs will be split across 5 stats so it might still be too little of a downside.

Tainted Golden Ring:
  • It will now only spawn 1 extra drop per cleared room instead of 2. It really got out of hand before.

Tainted Job's Rags:
  • Buff duration: 45 sec -> 30 sec.
  • Holy mantle will now always proc before the rags.
    • I think this was fixed in the API somehow cuz I didn't do much on my end, if at all, lol.

Tainted Book of Despair:
  • Rosary Duration Increase: 30 sec -> 15 sec.
    • Rosary used to increase the duration as a side effect from a bug, I decided to implement this officially but also nerf the duration.

Tainted Blasphemy:
  • Tear Buff: +1.5 flat -> +15%.

Job:
  • Starting HP -> 2 red hearts -> 1 red heart.
    • He still starts with two containers, just one is empty.

Scorched Contract:
  • Glutton Fiend:
    • Tear Damage Multi: 0.75x -> 1.5x.

Scorched Earth:
  • Blue and Purple fires now give 2 wisps.

Tainted Dad's Charm:
  • Slot drops multi: 4x -> 3x.
    • Technically this was always the case due to a bug in the code, so it should be unnoticeable.
  • Every copy now increases the bonus by 1x on top of the 3x (i.e. a golden copy will give you a 4x multi).
  • Slot machines will now move properly when exploded.

5G:
  • Damage: 1/5 of the player's damage -> 2/3

tainted 5G:
  • Damage: 1/5 of the player's damage -> 1/3
  • Radius: 80 units -> 100.

Tainted/Scorched Contract:
  • Reduced the time between switches: 60sec -> 10sec.
  • Tweaked Greedy Fiend:
    • Coin Amount: 3 -> 2
    • BFFS Coin Amount: 6 -> 4
    • Cooldown: 225 frames -> 140.
  • Buffed Proud Fiend:
    • Cooldown: 6 frames -> 4.
  • Buffed Wrath Fiend:
    • Cooldown: 300 frames -> 110.
  • Buffed Glutton Fiend:
    • Cooldown: 300 frames -> 120.
    • Tears fired by this fiend will now be spectral (in case they eat a flying enemy over a rock and the like).

Forsaken Chalice:
  • Will now be charged by hitting enemies instead of by clearing rooms (similar to berserk).
  • Upon using the item, you will now spawn a big pool of red creep that lasts for a while.
  • Tears up from the item will now scale exponentially instead of linearly.
    • I.e. 1.15x -> 1.322x -> 1.52x. Instead of 1.15x -> 1.3x -> 1.45x.

Soul of Job:
  • Items spawned: 3 -> 4.
    • You will still only be able to take 2.
Last edited by AgentCucco; 10 May @ 10:16am
AgentCucco  [developer] 9 May @ 10:27pm 
Revamped the way all tears up work in the mod, to make them more accurate to the stats they show in the HUD.
  • Whenever you read that tears ups have been buffed, take it with a grain of salt, as they've mostly just been adjusted to make up for the new tears ups changes.
    • That being said, some effects have truly been buffed, so you have that to look forward to!
  • They now change your state based on what's in the HUD instead of the internal tears variable.
    • Internally, you start at 10 tears, and the lower you go, the higher your fire rate, but you have a softcap near 0 when working with multipliers, wihch is why most mechanics in the mod had a soft tear cap of 30 tears. This cap is no longer an issue in the mod.
  • Everything below this section is the aftermath of changing this system, lol.

Job:
  • Tears Multi: 1.4x -> 1.5x
    • This makes virtually no change, your cap is still 7.5, however you start with slightly less tears.

B-Side Job Birthright:
  • Tears per broken heart: 10% -> 15%

Book of Despair:
  • Tears Buff: 33% -> 50%
  • Rosary Tears Buff: 55% -> 90%
  • Tears will now increase based on the stat in your HUD.

Tainted Book of Despair:
  • Tears Buff: 50% -> 100%
  • Rosary Tears Buff: 80% -> 180%
  • Tear loss is now linear instad of exponential.
    • Before, tears would decrease faster at the start of the buff, and ridiculously slower when it was close to depleting.
    • This was an interesting mechanic, kinda, but it felt jarring, and I'd have to manually code it now since the game won't handle it for me for free anymore.

Book of Wisdom:
  • Tears Buff: 60% -> 115%
  • Rosary Tears Buff: 85% -> 185%

Forsaken Chalice:
  • Tears will now increase based on the stat in your HUD.
    • Despite the buff remaining at 15%, the initial tears buffs will be lower, but you will be able to gain more tears from it the more stacks you have since the 30 tears softcap is gone.

Tainted/Fierce Mask:
  • The 5% tear boost will now be more accurate.

Tweaked Job's Rags:
  • Tear Buff: 66% -> 175%
    • I'm not quite sure if this is a nerf or a buff, I think it's a buff though.

Tainted Job's Rags:
  • Tear Buff: 75% -> 250%

Tainted/Sisyphus:
  • Stat decrease will now be based on the stat in your HUD.

Tainted Blasphemy:
  • Tear buff will now increase exponentially.
  • Stat decrease will now be based on the stat in your HUD.

Tweaked Sacred Assistance:
  • Tear Buff: 40% -> 100%.
  • Stat decrease will now be based on the stat in your HUD.
AgentCucco  [developer] 9 May @ 10:27pm 
Bugfixes:
  • Fixed a bug in which unlocks would just kinda be unlocked by default or something?
    • Not sure how this on worked, I think the unlocks were fine but the failsafe for cheating the items in was scuffed.
  • Fixed a bug in which EID would display the wrong mod name when looking at a description.
  • Fixed a bug in which Ancient Fragment would be rerolled into a card instead of a rune.
  • Fixed a bug where 5G would just completely break with Sewing Machine.
  • Deus Custodia should now properly show vanilla item names' and descriptions instead of #WEIRDSTUFF like #WEIRDSTUFF_DESCRIPTION.
  • Updated the Caregiver's shader, it had some issues before I think. Listen I don't write the shaders, I'm illiterate.
  • Fixed a bug relating to Metronome, where if you used Metronome and it landed on a Job item you didn't have unlocked, the Anti-Cheat system would proc a false positive every frame until you left the room, giving you infinite items.
    • Huge apologies to JSG author of Da Rules mod, who's been having to deal with the consequences of my foolish actions from people thinking he caused the bug, lol.
    • Also yes this bug wasn't technically fixed, I just deleted the anti-cheat from the mod, aka I removed the bug, not fixed it.
  • Fixed a bug in which using Void on Tainted/Dad's Mallet would give infinite charges.
  • Fixed a bug in which using Void on Curse of Saturn would freeze the game for a very long time if you tried to shoot afterwards.
    • Side note, the bug was Void giving you ONE BILLION charges on use for some reason, I did not find a way to fix this so I just capped it to the max amount of charges you can get naturally.
    • This change also fixe the Metronome crash when it picked Curse of Saturn by proxy.
  • Fixed a bug in which Tainted/Prosperity would work on the Forgotten's body.
  • Fixed a bug in which Fierce Mask would glow red (as if it was tainted) if Tainted Golden Ring was on, as oppose to Tainted Fierce Mask.
  • Fixed a bug in which Tainted/Job's Wife wouldn't inherit the player's tear effects.
  • Fixed a bug in which Job's Family would completely break if you enabled/disabled the tainted version with the item in your inventory.
  • Fixed a bug in which inputting some of the Easter Egg cheatcodes would make you unable to pause the game again until you used a real cheat.
  • Fixed a bug with custom familiar RNG.
  • Fixed a bug with Prosperity familiars' RNG.
  • The Cargevier should now properly show vanilla item names' #WEIRDSTUFF.
  • Fixed a bug in which Tainted Sacred Assistance would delete your save state after reviving, whilst also counting the run as a loss regardless of whether or not you won.
    • This fix is a bit experimental so it might be sketch with other modded revives.
  • Fixed a bug with the custom challenges not unlocking the Extras if you didn't have a full post-it in hard mode.
  • Fixed a bug in which the Altar Fiend would not properly despawn in the Mega Satan boss fight to avoid softlocks.
  • Fixed a bug that made buttermilk tears not scale with damage properly (they had a 0.0225x multi instead of 0.15x).
  • Fixed a bug in which the Altar Fiend could hit you the same frame it spawned before finishing its entrance.
  • Fixed a bug with the Altar Fiend not proccing its death sound, kinda.
    • It is no longer possible to access the entity in any way after it dies, so now the sound plays the moment they die instead of matching the animation.
  • Fixed a bug regarding Tainted Job getting a second Deus Custodia copy upon using Genesis.
  • Fixed a bug in which objective completion sheets would only show if you had Full Completion on hard mode.
  • Fixed a bug in which Tainted Job would not display a cursor under pedestals if you entered two rooms with pedestals in them in a row.
    • Hard to describe well, but if there was a cursor spawned, and you entered another room where you would also need a cursor, it'd just not appear.
  • Fixed a bug in which Esau Jr. would not inherit the T/Job's pocket actives.
  • Tainted/Job will no longer get deleted from existence when dying if the player has Garry's Mod Death Animation on.
    • Noted this isn't true compatibiltiy, they just reuse Isaac's animation.
  • Fixed a bug in which Tainted Curse of Saturn wouldn't prevent contact damage against summons.
  • Fixed a bug where you would be completely unable to get any more unlocks if your save got ever so slightly corrupted.
  • Fixed a bug in which you could overwrite a save's unlocks if you had previously loaded a save file in that state (without reloading mods).
    • Hard to explain but say you started a run in Save 3, exited, then started a run on Save 1, you will overwrite your save 1's data with save 3's.
  • Fixed a bug in which scorched contract would not progress if the Proud Fiend had not hit an enemy.
    • Technically not a bug, but the Proud Fiend is so situational that it could basically get locked on that Fiend for a while.
  • Fixed a bug with the Greedy Fiend being able to drop coins other than pennies.
    • Maybe this wasn't a bug, but now that the Greedy Fiend attacks ridiculously more often, I feel like this "nerf" is warranted.
  • Fixed a bug with Glutton Fiend doing 1.5 damage by default.
  • Fixed a bug with Tainted/Sisyphus being able to hit friendly enemies.
    • Charmed enemies will still be vulnerable though, only friendly ones like the ones spawned from mystery egg or poke go will be immune.
  • Fixed a bug in which buying the Bside, birthright, or pocket book extras in the starting room would not enter in effect unless turned off and on again, or starting a new run.
  • Fixed a bug in which Sisyphus would drop an Ancient Fragment if granted through a lemegeton wisp or metronome.
AgentCucco  [developer] 9 May @ 10:27pm 
Notes:
  • I tried making it so Sacred Assistance didn't overwrite the Lost's mantle costume, but there's no real way to do it that doesn't rely on letting Sacred Assistance's costume be overwritten by every other costume in the game.
  • Experimented with a new system to make Prosperity work through more vanilla methods that would be more friendly to mods, however it was unsuccessful.
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