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I don't think it's possible to differentiate between which eye a tear came from with the API at the moment though. I'll be sure to keep it in mind.
And the peacock's feathers are an intimidation technique, so maybe Pavo can inflict fear on enemies in Isaac's line of sight the way Night Light slows them.
Maybe Aquila's just piercing shots and flight.
Centaurus - The Centaur - Gives permanent curse of the maze and/or curse of the labrinth but also a 1.5 damage up, 0.2 shot speed up and 0.5 tears up.
Hercules - The Hero - Huge damage up (not sure what else for this to be honest).
Draco - Gain a small dragon like familiar that occasionally shoots special fires (blue and purple). The flames last for the entire room and the purple flames occasionally shoot homing tears at enemies. There is a 75% chance the fires will be blue flames, 25% chance for purple flames each time the familiar shoots.
Auriga - The Charioteer - Spawns a chariot card and 0.2 speed up.
Triangulum - The Triangle - Gives a 2 luck up and an increased chance for zodiac and constellation items to appear and also adds the zodiac and constellation items to the boss, shop and chest item pools.
Indus - The Indian (Native American) - Isaac now has a chance to shoot arrow tears which do x2 damage. The arrows also have different effects depending on their colours, red (flame) arrows cause the burn status and green (poison) arrows cause the poison status.
Lupus - The Wolf - Isaac gains a large all stats up but the stats will decrease for each familiar you have. (I based this on the idea of a Lone Wolf and being better off alone lol).
Okay, that is finally it, I tried with the ideas, I hope that you liked some of them. I particularly love the Draco idea, if I do say so myself, ha!
Annoyingly I have been working on a dragon item, where it replaces isaac's tears with fire (so that's lead to me having to manually recreate every synergy, ugh!) Maybe it could be used for something else though!
Cool, well I look forward to it dude, you really do have the best mods on here. Do you know when you will add some new constellation items to the game?
Also off topic but please buff "Thought", it's a fantastic and creative idea but as an Angel Room exclusive item it's "meh"... Slight damage increase in the tears?
Okay, sorry for bugging you now, lmao... It's late night and I'm bored... >_<.
Admittedly I'm not sure when the next update will come out, I'd like to release draco with a costume preferably, there are a few other new items to look forward to as well!
Crater - The Cup - (Familiar that follows an enemy OR circles isaac) - Once Isaac is hurt, the cup shatters and spills random Creep.
Equuleus - The Little Horse - Speed up. On hit, isaac has a chance to get 'The pony' effects
Sculptor - The Sculptor's Tools - tinted rocks drop more pick ups (more Soul hearts, Coins, Bombs, keys. Chance for golden Pick ups)
I have some ideas I would share with you :)
Lacerta - The Lizard - (visual : Isaac grows a wiggling tail) speed up ; once per room, when ennemies get too close, the tail falls off and act as a decoy
Ursa Minor - The Little Bear - spawn a teddy bear familiar which walks slowly across the room, blocking tears ; when Isaac gets hit, it runs towards him and hug him, protecting one side (like Infamy, maybe it could be the back)
Cygnus - The Swan - once in a room, when isaac's life gets to half a heart, he is protected for five seconds and all ennemies are stunned
I also suggest that it applies a costume, such as dragon horns or some form of draconic feature to match the item's theme.
For Scutum, his design would be a weird bumpy keeper like thing with a shield bashed through his head and stuck on his neck. If you're shooting, he'll act like a friendly mask (the enemy), but when you stop shooting, he'll act like a trinity shield. If you get hit while the item is still active, he'll die, and leave behind a penny (it wouldn't be an activeitem, just if he's roaming around.).
For Triangulum Australae, it's design would be just a dark red triangle with blood all over it, and will always point south, and will be south of the character. When shooting, it'll continue to move south dealing damage, until you stop shooting, in which it'll go back to your side that's currently pointing south in an instnt, dealing alot of damage depending on how far south you let it go.