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IMO, the chance should be a flat 1% for both items and Pickups, *maybe* 0.5% for Items if that's too common. 1 in 100 means you'll probably see 1 or 2 reflected pickups per run, which keeps them present and allows the tradeoff decision to be made fairly commonly without them saturating the drops too much. Also, I feel like Reflected Items should cost more to take, potentially double damage (so a full heart/two full hearts in C4+)? Getting a duplicate of an item could potentially be run-changing.
(Also, Reflected coins can drop when Tainted Keeper kills an enemy, which probably shouldn't be able to happen because they're completely free if you're not injured, but if you are injured it robs you of healing and potentially gets you killed if you don't realize in time)
As for the taking of more health i'll think about it. Perhaps only in womb and floors beyond that.
And i'll try to disable reflection spawns for coins dropped by Tainted Keeper. And i'll do the same for hearts dropped my Tainted Maggy. Because i 100% agree with you that this happening is just ass
Rotten Poop - New Poop Type - On destruction it works like rainbow poop but fills all containers and replaces all red hearts with Rotten Hearts
Calcified Poop - New Poop Type - Has a chance to replace red poop and has a chance to drop bone hearts
Runny Poop - New Poop Type - On destruction creates creep (only damages enemies)
Bloody Poop - New Poop Type - Chance to replace red poop, same as Runny Poop but this creep also damages isaac
(Unsure on the Dip variants for these)
Laxatives - Trinket - Whilst held there a higher chance for poop to be replaced with special poops
Toilet Paper - Passive Item - Chance for poop to replace rocks, on destroying poop gain a small stats up depending on the poop type (temporary boost on common poops but special ones give permanent stat ups)
Bottoms Up - New Pill - For this floor isaac is under the effects of Rock Bottom
Abusive Relationship - Passive Item - Excess red hearts can be picked up and are instead turned into damage ups
Twinstincts - Passive Item - If no familiars exist on isaac is also given a random familiar item, Isaac has a chance to also fire the same tears as his familiars.
Is this intended?
For now it is (reason being is that it's a health up) but i might change this later on
maybe that was the issue
Whoops you're right! I'll update the description
Not / barely possible via the current modding API
Whoops i added it a while ago but ended up accidentally overwriting it later on
1. hp ups
2. stats up
3. drop pickups/trinkets/held items
(cube of meat/ball of bandages is an exception, if pills can give you pretty fly than weak orbitals work as well)
also make the creep for it disappear after enough time, having stick around infinitely is pretty broken
As for balancing the item. I don't want the creep to disappear since vanilla poop creep also doesn't disappear and i want the item's effect to remain consistent with the base game. However, I've slightly bumped the chance for butt bombs to be spawned to try and make the item a little more balanced.
And i may just bump up the item's quality in the future!