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The downside ofc is that it becomes idle and does nothing when there's nothing to throw in the current room and it also doesn't pickup anything in non-hostile rooms.
Lil Heretic: Some alternate form of lil haunt. Although i don't have any specific ideas he might have an aura that gives the "weakened" effect, and he may shoot purple lasers in some way.
Chained Spikey: One of those spike balls on a chain but smaller as a familiar. It rotates around a random rock (this one is already done).
Boiler: No specific idea yet but it'll probably be an aura of some sort. It'll be a reference to The Visage.
Siren's Call: Get a random temporary familiar when taking damage (and maybe when killing enemies but i'm still thinking about that) (also already done).
Siren's Call and Chained Spikey are both done already because i made them before The Sewage Collection back when it was going to be called the alternative collection. Here's a teaser of siren's song:
teaser[i.imgur.com]
So cadetpirx your idea for siren's horn is already a thing.
And the ghost like familiar your suggesting Bondrewd might make it in as a way for lil heretic to attack since i'm not sure of what it's abilities should be yet (or maybe cadetpirx's attack idea)!
1) Curse of the Ambush
Some cleared hostile rooms have a chance to become hostile once again upon entering.
2) Curse of the Haunt
After 1 min spend on the current floor, a Haunt-like ghost spawns that works exactly like Dark Esau but only damages (cant turn u into lost)
Also hope we'll get new items that somehow interact with curses!
Funny coincidence but i've already done something simular to curse of the ambush called curse of rebirth. Here wat i currently have:
your curse of the haunt idea might be a little extreme so i'll probably not add it but who knows.
And i want to make an item that guarantees curses for some reward (probably a damage up) but i'm still thinking about the details.
P.S: to keep the mod fun all curses replace normal curses so the chance to get a curse will remain the same. And i'll try to make them all disableable using MCM.
Curses:
Curse of Dementia - Chance on entering a completed room for it to reset letting you do it again (can work on special rooms)
Curse of Reflection - Reflected pickups, items and enemies have a higher chance of appearing.
Curse of Passage - All rooms are open including red rooms, on floor start an Emperor card is dropped. Rooms cannot be returned to.
Items:
Sibling Rivalry - Passive - Chance for Isaac to shoot the tears of his familiars. (Upon pickup if no shooting familiars are present Isaac is also given Sister Maggie)
Snuffed Candle - Passive - Curses Always appear, Gain a bonus depending on the current curse, +2 Black Hearts
Bed Sheet - Passive - Upon taking damage Ghosts spawn at each doorway and chase enemies dealing Contact damage and applying fear
Piece of Uluru - Passive - When isaac takes damage from an enemy all enemies take the same damage. Any debuffs applied to isaac are also applied to enemies.
Guppy's Ashes - Passive - Isaac trails a creep of ash enemies who step on it take damage and are petrified, if they take damage whilst standing on it they have a 25% chance to spawn a fly.
Pretty interesting curse ideas but i'll probably not add them because:
As for your items:
Sibling Rivalry might make a nice trinket. And guppy's ashes is pretty cool (but probably a little too strong). So i'll consider both for sure.
Since my last post in this thread an item like your "Snuffed Candle" idea has already been made called "Anathema". but for now, it just multiplies your damage (nice and simple).
Also, since the first post i've remade the idea of "Boiler" to "Chained Fate" (temp name) which has a similar idea to your "Piece of Uluru". One enemy in the room will be chained and when it gets hit it damages other all enemies (less damage though). So the idea is that all enemies are chained to one via the chain of the visage boss or something.
And i've made "Soul cleaver" which destroys collectibles in trade for item wisps. And i'll be making another item which will sometimes grant an item wisp when picking up a collectible from a pedestal.
1) Curse of Decay: this one will be hard to balance since a good portion of pick-ups are insta spawned when entering a room and sometimes behind obstacles. I guess this doesn't affect such kind of pick-ups? idk. But sounds fun overall.
2) Curse of Famine: Sounds like Ultra Hard challenge (kinda) for one floor except all pick-ups are now affected. I honestly don't like non-interactive curses like curse of the darkness and this one feels the same, you can't outplay/negate it by any way using your skill/knowledge.
3) Curse of Blight: Pretty weak curse since you 90% of the time don't care what pickups you get, you usually just collect them all. This works great for items tho (curse of the blind) since some of them can ruin you a run/won't worth taking for their price (devil deals, shop items).
4) Curse of Conquest or mb i should call it CURSE OF THE TOURNAMENT ARC???
Jk. This one seems fine to me: more challenge = more rewards. You can't go wrong with this formula. However, can't call this curse very interactive or creative. It's ok. At least better than some of those that we have in vanilla.
5) Cusre of Isolation: Again, pretty weak, negatable and non-interative curse. But I gotta admit it can create some funny situations :D. Reading it I came up with something more "trolly": Curse of the Tower - when you get close to a pickup it has a 50% chance to transform into troll bomb. Imagine opening a golden chest with Mom's key under this curse xd
6) Curse of Rebirth: My only issue with this is that d7 should proc only after entering CLEARED room to prevent 'infinite' loop of hostile room. It's not a secret that there are a lot of unfair borderline impossible to clear without taking damage rooms in the game. And now imagine playing as Lost and this curse procs 2-3 times in a row in such unfair room. Sounds awful.
I've got an alternative idea for this curse (but it's a silly one). Enemies have a chance to leave a pile of goo after dying that can regenerate them back after a while (like Globin monsters). Just a thought.
7) Curse of creation: Really wierd one. I really don't know what is the purpose of this one. ???
About curse of the Haunt: it's not as extreme as you can think since you always get a solid bank of time before Haunt appers and you can always adjust if you want! You can set the timer to 1,2,3 or 4 minutes before ghost appers or even make him appear only after a CERTAIN action happens.
I'd like too see at least 2-3 curse related items in the final collection since we have almost no items in vanilla that interact with them.
Good luck with your project!
«I wish you all Curses and Blessings on your way down to the bottom of the Abyss».
As a little response to your concerns:
As for curse related items i've had the idea of an item that makes the player have 2 curses for some payoff but i've not thought of the details yet Basically my "Anathema" idea mentioned above but stronger (the idea is a little uninspired though). Or an item that guarantees Curse of creation since it can be beneficial in some scenarios.
Curse of Decay: Mb curse affects only those pickups that drop from some sort of source - chests, special obstacles, items, sacks, arcade machines, keepers, enemies, after-clear room rewards but everything else that is already predetermined to spawn in a room upon entering don't get affected by the curse.
Curse of Famine: Interesting decision (boss beating to remove the curse) but curse should be removed from rooms that you haven't yet entered because in with what you've suggested player can just full clear the floor and then beat the boss thus completely negating the curse with almost no downsides. That's kinda fair i guess? But it's up to you.
Curse of the Blight: Ahh, i get it now. Sounds fun!
Curse of Isolation: strange logic of adding annoying, almost decoy curse just to offset the chances of getting worse curses. But ok.
Curse of Rebirth: If the chances of proc will be pretty low, then what's the point of it? :)
Curse of creation: Exactly, it more of a bouns than a curse. So, again, what's the point??
About Anathema:
A no-charge active item that grants you a curse and *insert some interesting bonus* upon use. After inflicting a maximum amount of curses on yourself, item disappears and grants you another ultra mega super bonus.
No need to thank me.img
And thoughts on Bed Sheet?
Thought is was a little boring since it's basically spawning temporary lil' haunt familiars when taking damage.