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"Anathema" mean being kicked out of a religion. It's something like being cursed by god or the pope (which is why the item guarentees a curse
Yeah there seems to be a bug somewere which i'm already looking into
UPDATE: It should be working as intended now!
That's actually the exact reason why this makes no sense. Angel pool items are god themed, but Anathema is anti-god themed, like the rest of the devil deal pool. Why would an angel give you anathema as a reward for your loyalty? Meanwhile it's presence in the devil pool fits perfectly. Overwhelming power in exchange for excommunication from the church and a terrible curse. It reeks of the relevant themes. It would make even more sense if it replaced all angel rooms with devil rooms, but that sounds like a pain to code.
Also, I notice most of your items in your packs all go in the treasure room pool. Might want to exclude some of the stronger ones? Veil of darkness in particular seems pretty nutty.
And veil of darkness is no longer in the treasure and greed treasure pools!
Khorneflakes and leqesai Anathema has been removed from the angel and greed angel pools
This would actually require some programming work since these kind of "texture replace" mods only work for vanilla files. However if anyone wants to make a mod that replaces my icons in MiniMAPI with colored ones i'd have no problem with it. But i don't have the time to do this for now.
Sadly enough anything with floor generation isn't really supported by the modding API. So i would probably have the same crashing issues as the other mod you mentioned without a way to fix it
Also, isn't it really easy to get softlocked with this curse? Sure, normally you can just be careful where you tread, but knockback is a thing in this game, so you can't always control your position. Especially since explosions, the thing that destroys tiles, is one such source of knockback.
And the curse has an anti-softlock mechanism built in that teleports the player to the door they entered the room from if they get stuck.
I think curses should not only provide a challenge but also provide you with a reward for playing your cards right. I also think that luck must play an important role when it comes to dealing with curses since it's thematically fitting - luck helps you to avoid curses (but not literally).
Here's an example of a curse that I've suggested to you before (now it's a bit more fleshed out) which will showcase how luck stat can help dealing with curses:
«Curse of Haunt»
Cons:
• After 1 min, you start getting haunted by a T. Esau-like ghost that deals half heart dmg on contact and is invulnerable until you defeat the boss of the current floor.
Pros:
• You get an extra 20s before the ghost appears for each 1.00 luck that you have [!]
• When the ghost loses its invulnerability, you can kill him which will perform a Mama-Mega explosion in the current room and transform you into lost for the rest of the floor so you can blow up a certain room (it can open boss rush and hush doors tho) + scout the floor for some extra pick-ups with flight + possibly get one free devil deal.
Notes:
• This curse cannot appear on floors like Void, Ultra Greed and Corpse 2.
About Curse of Rebirth and Creation:
I think both ideas are neat but also a bit un-impactful to your gameplay. So, merging them will be a better idea while also including a luck-based mechanic.
Here's what I mean:
«Curse of Creation»
Cons:
• Enemies have a chance to become an invincible pile of goo upon death that will over time restore back to the original enemy (this can happen only once for each individual enemy).
• Obstacles have a chance to reappear after getting destroyed preventing you from reaching some spots.
Pros:
• Piles of goo can also transform into a perma-charmed version of an enemy (chance scales with luck).
• Some items/characters can benefit from killing more enemies than usual. Killing champions twice will grant the reward twice!
• You can farm some pick-ups by blowing up special rocks like pots and mushrooms since they have a chance to reappear.
I decided to add a "pile of goo" mechanic that will slow down enemy respawn time and prevent you from being overwhelmed in some bs swarmy rooms, so you won't take unfair unavoidable damage.
About Curse of Conquest:
High risk = High reward. Perfectly balanced as all things should be. I have nothing to add (except mb my luck-based mechanic that could increase the chance of champions spawning).
About Curse of Blight:
Basically more fair version of "Curse of the Blind". However, I don't really like it since you still don't have much interaction with it. Mb as small upside you were always offered 2 items to pick from ("Options" effect for every pedestal item).
About Curse of Decay and Famine:
Both are complete unfun bs that are on the same level as current in-game curses are. I don't know what you were thinking when you decided to make them.